https://wiki.lordofthecraft.net/api.php?action=feedcontributions&user=Malocchio&feedformat=atomLord of the Craft - User contributions [en]2024-03-29T06:15:40ZUser contributionsMediaWiki 1.30.0-rc.0https://wiki.lordofthecraft.net/index.php?title=Jailer%27s_Moss&diff=3534Jailer's Moss2016-03-29T22:12:57Z<p>Malocchio: </p>
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<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Jailer's Moss'''<br />
|- <br />
| '''Area''': The caverns of swamps.<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Inedible<br />
|-<br />
| '''Alchemy Symbol''': Air<br />
|-<br />
| '''Alchemy Tier''': Weak<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb cannot be obtained mechanically, this is purely a lore herb.'''<br />
|}<br />
|-<br />
|}<br />
<br />
A moss that grows in the caverns of the swamps, inside of the water or right next to streams of it, having the peculiar ability to make a durable, sticky substance. It has a yellowed white color in it's small pores, no longer than an inch. A carnivorous plant that eats of the insects and fishes that get stuck to the substance that it creates. It's like a powerful glue, which means that either the animal or insect get stuck to the moss, or the fungus breaks and is carried by them to germinate in another place.<br />
<br />
===Effects on use===<br />
<br />
Without removing the glue from the plant, the plant is quite useless. If removed thought, it can be made into good glue that might even be used on construction. It's glue does seem to be destroyed by alcohol, which means building a tavern with it, might result in the tavern falling to pieces after brews are spilled over it's walls.<br />
<br />
===Alchemical uses===<br />
<br />
This plant is a weak symbol of air when used in alchemy, representing travel.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=The_Dwarfs_Pumpkin&diff=3443The Dwarfs Pumpkin2016-03-24T00:19:42Z<p>Malocchio: </p>
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<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''The Dwarfs Pumpkin'''<br />
|- <br />
| '''Area''': Swampy environments.<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Subtly edible.<br />
|-<br />
| '''Alchemy Symbol''': Fire<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb cannot be obtained mechanically, this is purely a lore herb.'''<br />
|}<br />
|-<br />
|}<br />
<br />
The odious orange-leafed shrub, aptly named “The Dwarf’s Pumpkin”, is one of the most prominent feature of Swamp botany in the fact that it represents it perfectly. It’s quite simple to pick, the smell is atrocious, and the mud and water around the bloody thing may trap your favorite boots in that swamp forever. It is true that I, as an Alchemist and as a person, detest the flora of swamps and picking them but of course it must be said that the herbs here are quite potent, and I would not allow my student to miss both the adventure and potency involved in the plant-life of swamps. <br />
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===Effects on use===<br />
<br />
The Dwarf’s Pumpkin is named for its use in some Dwarven brew, as surely no-one else would have the idea of putting a disgusting swamp shrub into a drink, and for its smaller size, along with its orange color. Although the Dwarf’s Pumpkin is small and stature, and strong in smell, it is also strong as a symbol of fire. It is true that if one were to take one of the leaves from the ginger shrub, that they would certainly find the taste to be over-powering, potent, and bitter, as if a fire were burning within their mouth. Is it truly a good ingredient for Alchemist’s Fire, and anything else relating to the more powerful and destructive side of Fire. With that said, as with most herbs from the swamp, and may cause a rather “swampy” smell to permeate from your work. The Dwarf’s Pumpkin is most often found growing out in the open of swamps, and although it doesn’t have any particular breeding ground it should be said that swamps aren’t necessary overflowing with this herb, it is still quite rare to find but at the same time quite easy to spot from a distance. To harvest this, merely cut the leaves with the brightest of orange hues, for these are the most potent of the lot.<br />
<br />
===Alchemical uses===<br />
<br />
The Dwarf’s Pumpkin represents a Moderate Fire Symbol in alchemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Cactus&diff=3439Cactus2016-03-24T00:10:14Z<p>Malocchio: </p>
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<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Cactus'''<br />
|- <br />
| '''Area''': Deserts<br />
|-<br />
| '''Size''': Varying<br />
|- <br />
| '''Edibility''': ???<br />
|-<br />
| '''Alchemy Symbol''': ???<br />
|-<br />
| '''Alchemy Tier''': ???<br />
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb can be obtained in game within travels and/or farming.'''<br />
|}<br />
|-<br />
|}<br />
<br />
The cactus (plural cacti) is a plant that has its home in the deserts. Cacti can only grow in the harshest deserts; the hot weather, burning sun and lack of water cause the plant to grow slowly, however they are a necessity for the plant to grow correctly. They are found in abundance in the Orcish deserts. Cacti have been present in all realms.<br />
<br />
===Effects on use===<br />
<br />
Cactus Green, an illicit drug, can be harvested from the cactus plant itself. Harvested by cutting the cactus just above the base, it can then be heated up in a furnace or fireplace to turn the cactus into a mushy, softer substance. This substance can then be rolled in paper or shoved in a pipe to be burned and inhaled, causing a sort of euphoria for the user. Cactus green is most commonly smoked by Orcs, since their homelands are the plant's ideal climate. The herb is very addictive when commonly used, although the body can build up a tolerance to the herb after strong use, forcing the user to smoke more to reach his/her desirable high.<br />
<br />
Amongst Orcs, cactus green is undoubtedly smoked most by shamans. After centuries of practicing their art of transcending to the spirit realm via influence of hallucinogens, they have determined cactus green is the most efficient of doing said task. This drug, as stated, has its downsides (addiction, tolerance build-up, etc); to overcome this, shamans have developed alternative recipes. The most popular, yet secret, recipe is the grinding of cactus green and dead bush, molded into moist jabbernack dung. Once the dung has dried, it can be crushed up and smoked. This hallucinogenic mixture is only meant for those with a tolerance to cactus green, due to it packing a heavy punch. Those who smoke it without a tolerance will find themselves trapped in a hallucination for days, maybe even beyond a week. Doing this can surely lead to dehydration and starvation, ultimately death. <br />
<br />
When large pieces of the cactus plant are burned in an oven, the juices that leak out are a dark green colour that can be used to dye various objects.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Mandragora&diff=3438Mandragora2016-03-24T00:09:47Z<p>Malocchio: </p>
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<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Mandragora'''<br />
|- <br />
| '''Area''': Wetlands<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Toxic<br />
|-<br />
| '''Alchemy Symbol''': Water<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb can be obtained in game within travels and/or farming.'''<br />
|}<br />
|-<br />
|}<br />
<br />
This little plant is roughly shaped like a parsnip and tends to grow in wetlands.<br />
<br />
===Effects on use===<br />
<br />
The plant is known for producing highly narcotic and hallucinatory spores. The spores are also highly toxic and death due to harvesting the plant while it is still in the spore production phase of its life can be fatal. When the plant reaches full maturity it releases the spores into the air around it. Two weeks after the spores are released is the plant safe for harvesting. The plant is fairly nutritious and provides a high amount of antioxidants. The leaves or “Head” of the Mandragora goes particularly well as a garnish for soups or tea’s. The “Meat” of the plant can be ground up and used for the creation of potions that revitalize the body and mind, as well as support Regeneration of damaged tissue.<br />
<br />
===Alchemical uses===<br />
<br />
Mandragora can represent a Moderate Symbol of Water when used in alchemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Mandragora&diff=3437Mandragora2016-03-24T00:09:24Z<p>Malocchio: </p>
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<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Madragora'''<br />
|- <br />
| '''Area''': Wetlands<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Toxic<br />
|-<br />
| '''Alchemy Symbol''': Water<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb can be obtained in game within travels and/or farming.'''<br />
|}<br />
|-<br />
|}<br />
<br />
This little plant is roughly shaped like a parsnip and tends to grow in wetlands.<br />
<br />
===Effects on use===<br />
<br />
The plant is known for producing highly narcotic and hallucinatory spores. The spores are also highly toxic and death due to harvesting the plant while it is still in the spore production phase of its life can be fatal. When the plant reaches full maturity it releases the spores into the air around it. Two weeks after the spores are released is the plant safe for harvesting. The plant is fairly nutritious and provides a high amount of antioxidants. The leaves or “Head” of the Mandragora goes particularly well as a garnish for soups or tea’s. The “Meat” of the plant can be ground up and used for the creation of potions that revitalize the body and mind, as well as support Regeneration of damaged tissue.<br />
<br />
===Alchemical uses===<br />
<br />
Mandragora can represent a Moderate Symbol of Water when used in alchemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Mandragora&diff=3436Mandragora2016-03-24T00:08:46Z<p>Malocchio: </p>
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<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Madragora'''<br />
|- <br />
| '''Area''': Wetlands<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Toxic<br />
|-<br />
| '''Alchemy Symbol''': Water<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb can be obtained in game within travels and/or farming.'''<br />
|}<br />
|-<br />
|}<br />
<br />
This little plant is roughly shaped like a parsnip and tends to grow in wetlands.<br />
<br />
'''Effects on use'''<br />
<br />
The plant is known for producing highly narcotic and hallucinatory spores. The spores are also highly toxic and death due to harvesting the plant while it is still in the spore production phase of its life can be fatal. When the plant reaches full maturity it releases the spores into the air around it. Two weeks after the spores are released is the plant safe for harvesting. The plant is fairly nutritious and provides a high amount of antioxidants. The leaves or “Head” of the Mandragora goes particularly well as a garnish for soups or tea’s. The “Meat” of the plant can be ground up and used for the creation of potions that revitalize the body and mind, as well as support Regeneration of damaged tissue.<br />
<br />
'''Alchemical uses'''<br />
<br />
Mandragora can represent a Moderate Symbol of Water when used in alchemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Mandragora&diff=3435Mandragora2016-03-24T00:07:44Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Madragora'''<br />
|- <br />
| '''Area''': Wetlands<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Toxic<br />
|-<br />
| '''Alchemy Symbol''': Water<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb can be obtained in game within travels and/or farming.'''<br />
|}<br />
|-<br />
|}<br />
<br />
'''Effects on use'''<br />
<br />
This little plant is roughly shaped like a parsnip and tends to grow in wetlands. The plant is known for producing highly narcotic and hallucinatory spores. The spores are also highly toxic and death due to harvesting the plant while it is still in the spore production phase of its life can be fatal. When the plant reaches full maturity it releases the spores into the air around it. Two weeks after the spores are released is the plant safe for harvesting. The plant is fairly nutritious and provides a high amount of antioxidants. The leaves or “Head” of the Mandragora goes particularly well as a garnish for soups or tea’s. The “Meat” of the plant can be ground up and used for the creation of potions that revitalize the body and mind, as well as support Regeneration of damaged tissue.<br />
<br />
'''Alchemical uses'''<br />
<br />
Mandragora can represent a Moderate Symbol of Water when used in alchemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Cactus&diff=3434Cactus2016-03-24T00:06:47Z<p>Malocchio: </p>
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<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Cactus'''<br />
|- <br />
| '''Area''': Deserts<br />
|-<br />
| '''Size''': Varying<br />
|- <br />
| '''Edibility''': ???<br />
|-<br />
| '''Alchemy Symbol''': ???<br />
|-<br />
| '''Alchemy Tier''': ???<br />
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb can be obtained in game within travels and/or farming.'''<br />
|}<br />
|-<br />
|}<br />
<br />
The cactus (plural cacti) is a plant that has its home in the deserts. Cacti can only grow in the harshest deserts; the hot weather, burning sun and lack of water cause the plant to grow slowly, however they are a necessity for the plant to grow correctly. They are found in abundance in the Orcish deserts. Cacti have been present in all realms.<br />
<br />
'''Effects on use'''<br />
<br />
Cactus Green, an illicit drug, can be harvested from the cactus plant itself. Harvested by cutting the cactus just above the base, it can then be heated up in a furnace or fireplace to turn the cactus into a mushy, softer substance. This substance can then be rolled in paper or shoved in a pipe to be burned and inhaled, causing a sort of euphoria for the user. Cactus green is most commonly smoked by Orcs, since their homelands are the plant's ideal climate. The herb is very addictive when commonly used, although the body can build up a tolerance to the herb after strong use, forcing the user to smoke more to reach his/her desirable high.<br />
<br />
Amongst Orcs, cactus green is undoubtedly smoked most by shamans. After centuries of practicing their art of transcending to the spirit realm via influence of hallucinogens, they have determined cactus green is the most efficient of doing said task. This drug, as stated, has its downsides (addiction, tolerance build-up, etc); to overcome this, shamans have developed alternative recipes. The most popular, yet secret, recipe is the grinding of cactus green and dead bush, molded into moist jabbernack dung. Once the dung has dried, it can be crushed up and smoked. This hallucinogenic mixture is only meant for those with a tolerance to cactus green, due to it packing a heavy punch. Those who smoke it without a tolerance will find themselves trapped in a hallucination for days, maybe even beyond a week. Doing this can surely lead to dehydration and starvation, ultimately death. <br />
<br />
When large pieces of the cactus plant are burned in an oven, the juices that leak out are a dark green colour that can be used to dye various objects.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Elfs_Hair_Vine&diff=3241Elfs Hair Vine2016-03-18T20:14:28Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Elfs Hair Vine'''<br />
|- <br />
| '''Area''': Frozen wastes, snowy lands, tundras. <br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': ???<br />
|-<br />
| '''Alchemy Symbol''': Air<br />
|-<br />
| '''Alchemy Tier''': Strong<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
|}<br />
|-<br />
|}<br />
<br />
The elegant and legendary “Elf’s Hair Vine” is a rare sight indeed within the frozen wastes of the realms. Its delicate, icy white visage is complimented with the small blossoms that grow along these thin vines, building the picture of an elf’s long hair, with a flower accentuating its beauty. This is truly one of the more stunning pieces of botany within Asulon, and this fragile vine is certainly something to see even if you are not a learned Alchemist, simply for its beauty. The Elf’s Hair Vine is by far one of the more easily destroyed flora there is in the fact that it grows off high cliffs within the frozen tundra, dancing about in the wind. One would think that it would break away easily due to how thin and brittle it seems, but in fact it is quite hardy. It is the blossoms along the vines that are the less than hardy part of this vine. With a strong wind, these blossoms are sent away on a fascinating journey amongst Asulon’s snowy plains, never knowing where they may land. <br />
<br />
===Alchemical uses===<br />
<br />
Elf’s Hair Vine represents a Strong Air Symbol in alchemy. It is the blossoms, not the vine, that possess the nectar and petals for a rather strong symbol of the air. Speed and grace are these blossoms greatest features, and should definitely boost the power of any potion centered on, or around, those two attributes.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Blissfoil&diff=3240Blissfoil2016-03-18T20:13:47Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Blissfoil.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by Keeem</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Blissfoil'''<br />
|- <br />
| '''Area''': Forest<br />
|-<br />
| '''Size''': Very Small<br />
|- <br />
| '''Edibility''': Inedible<br />
|-<br />
| '''Alchemy Symbol''': Water<br />
|-<br />
| '''Alchemy Tier''': Weak<br />
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"<br />
| '''Note: This item can be obtained mechanically during travels and farming.'''<br />
|}<br />
|-<br />
|}<br />
Blissfoil is a small collection of blue flowers perched atop thick yet slippery stalks of a flimsy nature. They grow under birch trees in particularly grassy areas. Easy to remove from it's roots, which grow deep into the earth, and they are fairly easy to find. It has become one of the main plants used by doctors and healers throughout the lands due to it's properties, and has some uses to alchemists as well.<br />
<br />
===Effects on use===<br />
The main effect is of a pain reliever. Since it's so easy to find, it's the main use of doctors and healers throughout the world for anesthetic and to numb parts of the body. The petals of the plant can be used directly on the skin, or a thick blue salve can be created. The biggest worry about this plant's effects is that it may cause permanent numbing and loss of touch, which makes everyone knowledge with it careful about how much is used. The best will use another plant for these effects, but will always keep a flower nearby for the worse cases.<br />
<br />
===Alchemical uses===<br />
There are few uses for Blissfoil in alchemy. While it's properties are excellent, it's rarity is not, and it's potency weakens the use of other ingredients. It is considered a Weak Water Symbol because of this, representing numbing and calmness.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Elfs_Hair_Vine&diff=3239Elfs Hair Vine2016-03-18T20:12:36Z<p>Malocchio: /* Alchemical uses */</p>
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{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Elfs Hair Vine'''<br />
|- <br />
| '''Area''': Frozen wastes, snowy lands, tundras. <br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': ???<br />
|-<br />
| '''Alchemy Symbol''': Air<br />
|-<br />
| '''Alchemy Tier''': Strong<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
|}<br />
|-<br />
|}<br />
<br />
The elegant and legendary “Elf’s Hair Vine” is a rare sight indeed within the frozen wastes of the realms. Its delicate, icy white visage is complimented with the small blossoms that grow along these thin vines, building the picture of an elf’s long hair, with a flower accentuating its beauty. This is truly one of the more stunning pieces of botany within Asulon, and this fragile vine is certainly something to see even if you are not a learned Alchemist, simply for its beauty. The Elf’s Hair Vine is by far one of the more easily destroyed flora there is in the fact that it grows off high cliffs within the frozen tundra, dancing about in the wind. One would think that it would break away easily due to how thin and brittle it seems, but in fact it is quite hardy. It is the blossoms along the vines that are the less than hardy part of this vine. With a strong wind, these blossoms are sent away on a fascinating journey amongst Asulon’s snowy plains, never knowing where they may land. <br />
<br />
'''Alchemical uses'''<br />
<br />
Elf’s Hair Vine represents a Strong Air Symbol in alchemy. It is the blossoms, not the vine, that possess the nectar and petals for a rather strong symbol of the air. Speed and grace are these blossoms greatest features, and should definitely boost the power of any potion centered on, or around, those two attributes.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Cactus&diff=3238Cactus2016-03-18T20:12:04Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Cactus'''<br />
|- <br />
| '''Area''': Desers<br />
|-<br />
| '''Size''': Varying<br />
|- <br />
| '''Edibility''': ???<br />
|-<br />
| '''Alchemy Symbol''': ???<br />
|-<br />
| '''Alchemy Tier''': ???<br />
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb can be obtained in game within travels and/or farming.'''<br />
|}<br />
|-<br />
|}<br />
<br />
The cactus (plural cacti) is a plant that has its home in the deserts. Cacti can only grow in the harshest deserts; the hot weather, burning sun and lack of water cause the plant to grow slowly, however they are a necessity for the plant to grow correctly. They are found in abundance in the Orcish deserts. Cacti have been present in all realms.<br />
<br />
'''Effects on use'''<br />
<br />
Cactus Green, an illicit drug, can be harvested from the cactus plant itself. Harvested by cutting the cactus just above the base, it can then be heated up in a furnace or fireplace to turn the cactus into a mushy, softer substance. This substance can then be rolled in paper or shoved in a pipe to be burned and inhaled, causing a sort of euphoria for the user. Cactus green is most commonly smoked by Orcs, since their homelands are the plant's ideal climate. The herb is very addictive when commonly used, although the body can build up a tolerance to the herb after strong use, forcing the user to smoke more to reach his/her desirable high.<br />
<br />
Amongst Orcs, cactus green is undoubtedly smoked most by shamans. After centuries of practicing their art of transcending to the spirit realm via influence of hallucinogens, they have determined cactus green is the most efficient of doing said task. This drug, as stated, has its downsides (addiction, tolerance build-up, etc); to overcome this, shamans have developed alternative recipes. The most popular, yet secret, recipe is the grinding of cactus green and dead bush, molded into moist jabbernack dung. Once the dung has dried, it can be crushed up and smoked. This hallucinogenic mixture is only meant for those with a tolerance to cactus green, due to it packing a heavy punch. Those who smoke it without a tolerance will find themselves trapped in a hallucination for days, maybe even beyond a week. Doing this can surely lead to dehydration and starvation, ultimately death. <br />
<br />
When large pieces of the cactus plant are burned in an oven, the juices that leak out are a dark green colour that can be used to dye various objects.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Desert_Berry_Bush&diff=3236Desert Berry Bush2016-03-18T20:08:06Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Desert Berry Bush'''<br />
|- <br />
| '''Area''': Deserts<br />
|-<br />
| '''Size''': Big<br />
|- <br />
| '''Edibility''': Poisonous<br />
|-<br />
| '''Alchemy Symbol''': Earth<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
| '''Note: This herb cannot be obtained mechanically, this is purely a lore herb.'''<br />
|}<br />
|-<br />
|}<br />
<br />
A plant that appears to be dead bushes in the desert, which give bright red berries every full moon.<br />
<br />
The Desert Berry Bush's appearance is that of a withered rose bush, long brown/grey stalks with big pointy thorns, yet without any leaves. It doesn't appear to grow higher than four feet, but most of the thorns are longer than an inch. It grows inside cactus forests, as in, where there is great concentration of cactus. I have never found one alone in the desert, without a cactus near it. If you cut the stalk, you notice that the insides are green, instead of the dead brown.<br />
<br />
The bush gives Berries of Red color every full moon. These don't last long, as animals of the desert appear to enjoy it's taste quite dearly. The berries are extremely sweet, something very strange to find in the desert, so no wonder the animals enjoy it.<br />
<br />
'''Effects on use'''<br />
<br />
The stalks are not like the berries, if an animal by any chance passed the long thorns to rip and eat the stalk, I believe would fall dead in less than a day. From cut stalks, it's juice flows a lot, yet of course it's poison to drink it. If you eat it, the mouth and face start to get rashes. Too much of it and it kills of course. Touching one of the thorns makes the hand or finger start itching and became red for about a day. It doesn't seem deadly to Descendants or Khas. It has the same effects as the juices in the stalk, so a thorn is poisonous, and annoying, just doesn't kill big animals.<br />
<br />
'''Alchemical uses'''<br />
<br />
While the stalk behaves like a Moderate Earth symbol in alchemy concoctions, the berries behave like a weak fire symbol.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Frost_Vine&diff=3232Frost Vine2016-03-18T19:58:44Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Frost Vine'''<br />
|- <br />
| '''Area''': Cold environments<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Questionable<br />
|-<br />
| '''Alchemy Symbol''': Water<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
|}<br />
|-<br />
|}<br />
<br />
This small blue plant grows in cold wintry climates. It likes dark shady areas and is known for growing around trees forming a long blue spiral trail all around them. Frost vine when crushed and mixed with water produce a sticky clear substance. <br />
<br />
== Effect on use==<br />
<br />
When rubbed into the skin it numbs pain and loosens stiff muscles. The plant itself is rather cold to the touch and prolonged contact causes numbing of limbs, though thorough washing of hands will eventually return the affected area to normal.<br />
<br />
== Alchemical uses ==<br />
<br />
<br />
Frost Vine represents a Moderate Water Symbol in alchemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Frost_Vine&diff=3231Frost Vine2016-03-18T19:57:17Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Blazing Fern'''<br />
|- <br />
| '''Area''': Cold environments<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Questionable<br />
|-<br />
| '''Alchemy Symbol''': Water<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
|}<br />
|-<br />
|}<br />
<br />
This small blue plant grows in cold wintry climates. It likes dark shady areas and is known for growing around trees forming a long blue spiral trail all around them. Frost vine when crushed and mixed with water produce a sticky clear substance. <br />
<br />
== Effect on use==<br />
<br />
When rubbed into the skin it numbs pain and loosens stiff muscles. The plant itself is rather cold to the touch and prolonged contact causes numbing of limbs, though thorough washing of hands will eventually return the affected area to normal.<br />
<br />
== Alchemical uses ==<br />
<br />
<br />
Frost Vine represents a Moderate Water Symbol in alchemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Frost_Vine&diff=3230Frost Vine2016-03-18T19:57:02Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Blazing Fern'''<br />
|- <br />
| '''Area''': Cold environments.<br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': Questionable<br />
|-<br />
| '''Alchemy Symbol''': Water<br />
|-<br />
| '''Alchemy Tier''': Moderate<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
|}<br />
|-<br />
|}<br />
<br />
This small blue plant grows in cold wintry climates. It likes dark shady areas and is known for growing around trees forming a long blue spiral trail all around them. Frost vine when crushed and mixed with water produce a sticky clear substance. <br />
<br />
== Effect on use==<br />
<br />
When rubbed into the skin it numbs pain and loosens stiff muscles. The plant itself is rather cold to the touch and prolonged contact causes numbing of limbs, though thorough washing of hands will eventually return the affected area to normal.<br />
<br />
== Alchemical uses ==<br />
<br />
<br />
Frost Vine represents a Moderate Water Symbol in alchemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Elfs_Hair_Vine&diff=3228Elfs Hair Vine2016-03-18T19:50:40Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Elfs Hair Vine'''<br />
|- <br />
| '''Area''': Frozen wastes, snowy lands, tundras. <br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': ???<br />
|-<br />
| '''Alchemy Symbol''': Air<br />
|-<br />
| '''Alchemy Tier''': Strong<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
|}<br />
|-<br />
|}<br />
<br />
The elegant and legendary “Elf’s Hair Vine” is a rare sight indeed within the frozen wastes of the realms. Its delicate, icy white visage is complimented with the small blossoms that grow along these thin vines, building the picture of an elf’s long hair, with a flower accentuating its beauty. This is truly one of the more stunning pieces of botany within Asulon, and this fragile vine is certainly something to see even if you are not a learned Alchemist, simply for its beauty. The Elf’s Hair Vine is by far one of the more easily destroyed flora there is in the fact that it grows off high cliffs within the frozen tundra, dancing about in the wind. One would think that it would break away easily due to how thin and brittle it seems, but in fact it is quite hardy. It is the blossoms along the vines that are the less than hardy part of this vine. With a strong wind, these blossoms are sent away on a fascinating journey amongst Asulon’s snowy plains, never knowing where they may land. <br />
<br />
== Alchemical uses ==<br />
<br />
Elf’s Hair Vine represents a Strong Air Symbol in alchemy. It is the blossoms, not the vine, that possess the nectar and petals for a rather strong symbol of the air. Speed and grace are these blossoms greatest features, and should definitely boost the power of any potion centered on, or around, those two attributes.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Elfs_Hair_Vine&diff=3227Elfs Hair Vine2016-03-18T19:50:22Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:Flowey.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Artwork by -name-</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Elfs Hair Vine'''<br />
|- <br />
| '''Area''': Frozen wastes, snowy lands, tundras. <br />
|-<br />
| '''Size''': Small<br />
|- <br />
| '''Edibility''': ???<br />
|-<br />
| '''Alchemy Symbol''': Air<br />
|-<br />
| '''Alchemy Tier''': Strong<br />
|- class="wikitable" style="background:#f55254; text-align:center; margin-left: 10px;"<br />
|}<br />
|-<br />
|}<br />
<br />
The elegant and legendary “Elf’s Hair Vine” is a rare sight indeed within the frozen wastes of the realms. Its delicate, icy white visage is complimented with the small blossoms that grow along these thin vines, building the picture of an elf’s long hair, with a flower accentuating its beauty. This is truly one of the more stunning pieces of botany within Asulon, and this fragile vine is certainly something to see even if you are not a learned Alchemist, simply for its beauty. The Elf’s Hair Vine is by far one of the more easily destroyed flora there is in the fact that it grows off high cliffs within the frozen tundra, dancing about in the wind. One would think that it would break away easily due to how thin and brittle it seems, but in fact it is quite hardy. It is the blossoms along the vines that are the less than hardy part of this vine. With a strong wind, these blossoms are sent away on a fascinating journey amongst Asulon’s snowy plains, never knowing where they may land. <br />
<br />
== Alchemical uses ==<br />
<br />
Elf’s Hair Vine represents a Strong Air Symbol in alchemy.It is the blossoms, not the vine, that possess the nectar and petals for a rather strong symbol of the air. Speed and grace are these blossoms greatest features, and should definitely boost the power of any potion centered on, or around, those two attributes.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Cactus&diff=3226Cactus2016-03-18T19:45:57Z<p>Malocchio: </p>
<hr />
<div>The cactus (plural cacti) is a plant that has its home in the deserts. Cacti can only grow in the harshest deserts; the hot weather, burning sun and lack of water cause the plant to grow slowly, however they are a necessity for the plant to grow correctly. They are found in abundance in the Orcish deserts. Cacti have been present in all realms.<br />
<br />
== Effects on use ==<br />
<br />
Cactus Green, an illicit drug, can be harvested from the cactus plant itself. Harvested by cutting the cactus just above the base, it can then be heated up in a furnace or fireplace to turn the cactus into a mushy, softer substance. This substance can then be rolled in paper or shoved in a pipe to be burned and inhaled, causing a sort of euphoria for the user. Cactus green is most commonly smoked by Orcs, since their homelands are the plant's ideal climate. The herb is very addictive when commonly used, although the body can build up a tolerance to the herb after strong use, forcing the user to smoke more to reach his/her desirable high.<br />
<br />
Amongst Orcs, cactus green is undoubtedly smoked most by shamans. After centuries of practicing their art of transcending to the spirit realm via influence of hallucinogens, they have determined cactus green is the most efficient of doing said task. This drug, as stated, has its downsides (addiction, tolerance build-up, etc); to overcome this, shamans have developed alternative recipes. The most popular, yet secret, recipe is the grinding of cactus green and dead bush, molded into moist jabbernack dung. Once the dung has dried, it can be crushed up and smoked. This hallucinogenic mixture is only meant for those with a tolerance to cactus green, due to it packing a heavy punch. Those who smoke it without a tolerance will find themselves trapped in a hallucination for days, maybe even beyond a week. Doing this can surely lead to dehydration and starvation, ultimately death. <br />
<br />
When large pieces of the cactus plant are burned in an oven, the juices that leak out are a dark green colour that can be used to dye various objects.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Flesh_Worm&diff=3169Flesh Worm2016-03-15T20:11:16Z<p>Malocchio: </p>
<hr />
<div>A large, slimy, snake-like worm that hails deep from the Frozen Hearts of the North in Anthos. The Ollphéist, or more commonly known as, the Flesh Worm, is a legless, armless, eyeless cold-blooded beast. It dwells within large, moist caves deep within the Earth, surviving off of underground critters, small mammals, and off of florescent fungus and minerals in the North.<br />
<br />
== Adaptation and Survival ==<br />
<br />
How it survives is, of course, through eating. Whenever it finds something small dwelling its tunnels, it hunts off of reverberations in the tunnel. It forms a ribbed tunnel, with grooves in it so it might squirm about between them, its skin acting like a writhing muscle in order to propel itself forward, or backward, or to turn as it needs. It would proceed to hunt said creature through its movements, and with its maw (a folding, four segmented, tooth lined mouth), consume it whole.<br />
<br />
Its skin, is this worms most marvelous tool. It acts as, again, its primary mode of movement, but as well as a secondary way to obtain food. Occasionally said worms will find themselves in caverns, which allow for exponential growth. Caverns often held bio-luminescent fungi or luminescent quartz. The feint lighting and the space would allow the worm to both widen and to grow in length. The worm's skin basically conducts photosynthesis, like plants do. It forms food from the light from the fungi and crystals.<br />
<br />
== Reproduction ==<br />
<br />
<br />
The worms are asexual, allowing them to produce a clutch of eggs, which are roughly a foot tall and slender. They're usually a deep yellow, and are incredibly hard, like rocks. A pickaxe can be used to destroy them, as well as a war hammer, or any blunt smashing weapon. Swords can break on them, in retrospect. These clutches usually vary in number depending on the size of the worm, and are almost always, laid in the cavern. They take roughly one year to mature inside of the egg and hatch, producing larva, roughly two feet long, with a four inch radius.<br />
<br />
A fully matured Flesh Worm will stop growing (without lighting) at five feet long, roughly, with a foot radius. With lighting, their length explodes, while their radius gradually increases. Their insides however never grow- they will always remain roughly four to six inches in radius, meaning that a larva is incredibly easy to kill- you could burst one like a balloon. However, one that has been growing, could have up to an extra two feet of fat and skin, making them neigh impervious to nothing short of magic, cavalry, or siege weapons. Have no fear though, no worm has gotten so large in millenniums, and they're more fabled then real.<br />
<br />
Contrary to popular belief, the worms do not lay eggs in the corpses of children. They are called Flesh Worms due to the interesting characteristics of their skin, which were stated before.<br />
<br />
== Relevance and Variants ==<br />
<br />
In legend, these Worms were used as a Children's story to ward children the dangers of going into the Night or the Dark Forests. It was believed these worms were nocturnal, however, its more realized they rarely sleep, and rather hibernate until sensing disturbances in their tunnels. Additionally, it is known that in the North, a variant of Worm, not too distant to its cousin, dwelling under forests rather then plains. Its believed it used the tree branches to detect when larger creatures were wandering too far off and could get bigger game this way. Northern Worms were, naturally, more hostile and found Humans to be easier pray than their Adunian kin. An overview goes as follows.<br />
<br />
'''Northern Worms''' - Hostile, usually just smaller than their Adunian kin. They rely more on meat than light, and as such do not grow as large. They would kill small dogs especially, children, and if some could, adults. Parties would occasionally gather and hunt for caverns to slay the Worms and destroy the clutches.<br />
<br />
'''Adunian Worms''' - Hostile, but only to things that entered their tunnels such as miners, adventurers and explorers. They were commonly incredibly large, but were lesser seen, lesser heard, and not a large worry of many's life.<br />
<br />
----<br />
[[http://www.lordofthecraft.net/forum/index.php?/topic/90445-beast-lore-ollph%C3%A9ist-craiceann-the-flesh-worm/ Reference 1:]]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Flesh_Worm&diff=3166Flesh Worm2016-03-15T20:09:02Z<p>Malocchio: </p>
<hr />
<div>A large, slimy, snake-like worm that hails deep from the Frozen Hearts of the North in Anthos. The Ollphéist, or more commonly known as, the Flesh Worm, is a legless, armless, eyeless cold-blooded beast. It dwells within large, moist caves deep within the Earth, surviving off of underground critters, small mammals, and off of florescent fungus and minerals in the North.<br />
<br />
(([http://www.lordofthecraft.net/forum/index.php?/topic/90445-beast-lore-ollph%C3%A9ist-craiceann-the-flesh-worm/ Original lore]))<br />
<br />
== Adaptation and Survival ==<br />
<br />
How it survives is, of course, through eating. Whenever it finds something small dwelling its tunnels, it hunts off of reverberations in the tunnel. It forms a ribbed tunnel, with grooves in it so it might squirm about between them, its skin acting like a writhing muscle in order to propel itself forward, or backward, or to turn as it needs. It would proceed to hunt said creature through its movements, and with its maw (a folding, four segmented, tooth lined mouth), consume it whole.<br />
<br />
Its skin, is this worms most marvelous tool. It acts as, again, its primary mode of movement, but as well as a secondary way to obtain food. Occasionally said worms will find themselves in caverns, which allow for exponential growth. Caverns often held bio-luminescent fungi or luminescent quartz. The feint lighting and the space would allow the worm to both widen and to grow in length. The worm's skin basically conducts photosynthesis, like plants do. It forms food from the light from the fungi and crystals.<br />
<br />
== Reproduction ==<br />
<br />
<br />
The worms are asexual, allowing them to produce a clutch of eggs, which are roughly a foot tall and slender. They're usually a deep yellow, and are incredibly hard, like rocks. A pickaxe can be used to destroy them, as well as a war hammer, or any blunt smashing weapon. Swords can break on them, in retrospect. These clutches usually vary in number depending on the size of the worm, and are almost always, laid in the cavern. They take roughly one year to mature inside of the egg and hatch, producing larva, roughly two feet long, with a four inch radius.<br />
<br />
A fully matured Flesh Worm will stop growing (without lighting) at five feet long, roughly, with a foot radius. With lighting, their length explodes, while their radius gradually increases. Their insides however never grow- they will always remain roughly four to six inches in radius, meaning that a larva is incredibly easy to kill- you could burst one like a balloon. However, one that has been growing, could have up to an extra two feet of fat and skin, making them neigh impervious to nothing short of magic, cavalry, or siege weapons. Have no fear though, no worm has gotten so large in millenniums, and they're more fabled then real.<br />
<br />
Contrary to popular belief, the worms do not lay eggs in the corpses of children. They are called Flesh Worms due to the interesting characteristics of their skin, which were stated before.<br />
<br />
== Relevance and Variants ==<br />
<br />
In legend, these Worms were used as a Children's story to ward children the dangers of going into the Night or the Dark Forests. It was believed these worms were nocturnal, however, its more realized they rarely sleep, and rather hibernate until sensing disturbances in their tunnels. Additionally, it is known that in the North, a variant of Worm, not too distant to its cousin, dwelling under forests rather then plains. Its believed it used the tree branches to detect when larger creatures were wandering too far off and could get bigger game this way. Northern Worms were, naturally, more hostile and found Humans to be easier pray than their Adunian kin. An overview goes as follows.<br />
<br />
'''Northern Worms''' - Hostile, usually just smaller than their Adunian kin. They rely more on meat than light, and as such do not grow as large. They would kill small dogs especially, children, and if some could, adults. Parties would occasionally gather and hunt for caverns to slay the Worms and destroy the clutches.<br />
<br />
'''Adunian Worms''' - Hostile, but only to things that entered their tunnels such as miners, adventurers and explorers. They were commonly incredibly large, but were lesser seen, lesser heard, and not a large worry of many's life.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Ratiki&diff=2968Ratiki2016-03-10T20:05:35Z<p>Malocchio: </p>
<hr />
<div>Ratiki appear to be large humanoid rats that stand up to at least 4 feet tall. They don’t have much physical strength and rely mostly on their agility, stealth and their numbers to help them survive in the world. Their development is very group centric and have developed a hive-mind that allows for them to communicate ideas, images and messages very quickly for Ratik to Ratik within the colony. Seeing as this is an auditory communication, they can only communicate through hearing distance. To any ears that hear this, it will sound like common rat chirping.<br />
<br />
Ratiki are very simple-minded creatures but when they are in a group, they can exchange ideas so quickly between one another, they grow exponentially more intelligent. However, it would take an entire colony of Ratiki, a whole town in comparison, to make a Ratiki outwit the smartest of the four races. Despite this potential for intelligence, the Ratiki suffer from an immediate downfall if they ever stray or go away from their colony for any reason. They risk losing their intelligence, their long term memory and even their goals as soon as they get out of the range.<br />
<br />
Ratiki have very similar vocal ranges and similar appearances. There is little that shows which sex they are and it appears as though their social structure is based on something else entirely. They instead, base their social hierarchies on who can exchange ideas the quickest. The Ratiki that can exchange ideas the fastest between its group becomes the natural leader of the colony.<br />
<br />
The Lone Ratik or the Ratik is easily manipulated as they tend to gravitate towards those who appear to be smarter than they. They automatically latch onto others for guidance. Simple-minded and eager to please, they can be taught to pass packages or be a simple assistant for the willing and patient trainer. The only risk toward someone who takes in a Ratik is that they may suddenly have a change of heart if they somehow come in contact with other Ratiki who make them second guess their enslaved life. Even then, a Ratik that is treated well is rare to rebel.<br />
<br />
Ratiki do not wear much clothing. The most they’ll wear are harnesses that help them attach bags they use to carry the things they scavenge.<br />
<br />
Ratiki are extreme scavengers and often take things without knowing what they are, or what they do. They take things indiscriminately. More often than not, things that tend to have value towards someone is more tempting to steal than things that have actual value, like minas.<br />
<br />
They are commonly found in groups within caves. They build simple dens and communities within these natural structures and dig down to extend their colonies. Eventually, once they get too big, a few Ratik leave the nest and go off to create another colony from scratch. With the recent introduction of more modern settlements made by the sophisticated races of the world, some Ratiki have found their homes in the alleys and unwatched corners of towns and cities, scavenging from their betters.<br />
<br />
'''Author:''' Adelle</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Hair_Leech&diff=2967Hair Leech2016-03-10T20:03:45Z<p>Malocchio: </p>
<hr />
<div>he Hair leech is a simple parasite creature. It feeds on the blood of a person, and hides itself by appearing to be just like hair. It would appear to be a simple long and thin leech, of black or red colors, perhaps as well reddish brown. It can not have any other colors because it feeds on blood. They are mostly harmless to any creature, unless they are infected with some disease. Some cultures might even use them to create long red strains of red or black hair in other colored hair. It also works for bald men to get some 'hair' back. The only difference between normal hair and the Hair Leech, is that when cut, the hair leech bleeds out, just as if the hair was bleeding. When trying to rip it out, it would hurt the same as pulling hair out, due to it's tiny tiny teeth that it uses to grip onto the head of the person. Tiny eggs are the way that the leech is born on the heads of people. They are placed when someone's hair with the leeches passes through leaves and branches, and then gets collected by the next head passing through it. Rubbing hairs together, which isn't uncommon by mistake, is also a way to propagate the eggs. Tales of blood hair women are told about due to this leech.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Thanhium&diff=2959Thanhium2016-03-09T23:30:04Z<p>Malocchio: </p>
<hr />
<div><br />
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[[File:thanhiummines.jpg|416px|center]]<br />
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| ''<span style="font-size:x-small;">Screenshot by Tom_Whiteman</span>''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|A Thanhium mine<br />
|}<br />
|-<br />
|}<br />
The blue crystalline material known as Thanhium is both a greatly powerful and highly dangerous substance. Once so rare only the Dwarves had access to it, the great use of thanhic technology by the Harbingers of Setherien has led to its proliferation throughout the known world.<br />
<br />
While Arcaurum (aka Magegold), the other well-known magical material, is simply highly receptive to enchantment and conductive to magical energies, thanhium actually contains significant amounts of mana locked up in the crystal. This mana began as heat: thanhium passively saps heat from its surroundings, storing it as the mana within.<br />
<br />
== Thanhic Ore (Lapis) ==<br />
<br />
Scholars across the realm have discovered various different ways of painstakingly extracting and purifying Thanhium into crystals from large quantities of Thanhic ore. The process is usually a complex one but can be made less so with the use of magical intervention. To discover the method of purifying Thanhium, research and experimentation is encouraged - LMs can be used to oversee the process to inform you if the experiment was a success. A successful purification of the ore will leave you with a Pure Thanhic Crystal - this purified form of Thanhic ore can turn heat to mana fast enough for practical applications. A semi-successful purification results in some thanhic dust being released into the air and the result would be an Impure Thanhic Crystal, which is less potent than a pure crystal and significantly more fragile, bumping into things will cause it to release dust and have a chance to shatter entirely. Those studying the purification of thanhium will likely only be able to form Impure Crystals until they are advanced enough in the field. Failing the purification process entirely would result in either a waste of the mineral entirely, or a large cloud of thanhic dust being released into the air.<br />
<br />
Thanhic Crystals are powerful and almost immediately form a layer of frost around them on exposure to the air. Dropping a crystal into water will cause a cumbersome layer of ice to rapidly freeze around it. The crystals have weight and durability equivalent to glass or ice, meaning that unless they are thin they cannot be broken with bare hands, but a hammer, sword blow, or dropping them is likely to crack or shatter them. Those who break a Thanhic crystal have more to worry about than broken shards, however, as clouds of thanhic dust are released into the air upon breaking.<br />
<br />
Thanhic Crystals are the most useful tool for most magical technology. While Thanhium is unable to be enchanted directly, the mana from within Thanhic Crystals can be used to power enchantments, particularly when the enchanted material is Arcaurum (magegold). These enchantments never run out of power so long as the thanhium has heat to absorb and provided the thanhium is given time to “recharge”. The most complex use of this is the Golem Core, which uses a very pure and quite a large thanhium crystal as their power source.<br />
<br />
Thanhium’s mana is in a way, artificial, it cannot whatsoever be mixed with any descendants personal mana supply. The two types of mana are intrinsically different, and likewise, any attempt to fuel an enchantment with both Thanhic mana and personal mana, would cause the enchantment to fail and likely, explode. It is impossible for a mage to “draw upon” a thanhium crystal in their possession: they are not mana batteries, and any attempt to would likely be catastrophic.<br />
<br />
Thanhic armour by nature is quite useless due to its sheer negative effects. It is as brittle as glass, cumbersome to purify into the exact shape of armour, toxic, and incredibly cold, to the point where it would freeze the wearer to death in mere minutes. That said, it has been known in the past for custom Thanhic weapons to be forged, and although brittle and usually a one-time use, their toxic nature makes them particularly dangerous, especially to mages, who suffer Thanhium’s negative effects the most. <br />
<br />
The Spectre classed creature known as a Harbinger possess a unique magic that allows for the direct enchanting of Thanhium. Their immolation magic, also known as ‘FrostFire’ can be deployed to alter the makeup of Thanhium in a variety of ways. The most prominent use of this is the superhardening of Thanhium to the strength of carbarum metal (iron armour), meaning they possess the ability to forge the only known Thanhic armour, and their corporeal nature means they are quite immune to all its negative effects, making them a particularly difficult enemy for mages. It was discovered after the fall of Setherien that this armour could be used to feed their corrupted essence by drawing from the heat in the air, allowing them to self-sustain themselves without the need of their previous master, Setherien.<br />
<br />
The Harbingers are also able to feed frostfire into large Thanhic shards to create a Bloodshard. These Bloodshards are collosal red shards of corrupted Thanhium that hold a variety of uses, they release their contained mana as a corrupting blight, killing all life within their vicinity overtime, assisted by its constant and ravenous drawing of heat which only aids in the death of life around it by freezing it solid. Bloodshards also act as a signal booster to a Harbinger’s telepathic connection with its brothers and sisters, allowing for long-range communication when within one’s presence. A Bloodshard is incredibly unstable, however, and if attacked by magical spell or by significant force, it will produce a massive detonation, amplified by both its tainted, pulsating essence, and its natural thanhic supply of contained mana.<br />
<br />
Breaking the crystals releases clouds of thanhic dust, small but pure particles of thanhium with severe toxic effects if inhaled or ingested. If done carefully, the dust can be created intentionally by carefully grinding down the crystals while wearing a breath mask. High purity thanhic crystals are cold enough to cause frostbite injures from skin contact, meaning thanhic crystals are handled with thick gloves. Due to the risk of the dust both ore, crystals and dust are transported in locked airtight crates which often form layers of ice around them. Any thanhic weapons are stored in sheaths to protect them from abrasion and damage which could release the dust.<br />
<br />
== The Toxicity of Thanhic Dust ==<br />
<br />
Thanhic dust consists of tiny particles of high purity thanhium. It can be inhaled, ingested or absorbed into the bloodstream. Unlike most poisons, the effects of thanhium are linear: a smaller quantity causes a weaker version of the same effect. Thanhium Poisoning is caused by being cut or pierced deeply with an abrasive thanhium weapon, from inhaling moderate quantities of the dust, or from ingestion of even a small amount. The poisoning usually lasts for one day/night cycle regardless of strength. Close proximity to Thanhium for an extended period of time can cause it to become absorbed into the blood, mimics its toxic effects without it ever entering the body through the lungs or a cut.<br />
<br />
=== Physical Effects ===<br />
<br />
The body can usually cope with the cooling from ingesting thanhium by raising the body temperature. Skin pales as blood vessels contract to conserve heat, and the victim usually feels cold. Once the thanhium poisoning wears off, the victim suffers a high fever. With high quantities of the dust, the victim feels far colder, their skin pales to a huge degree, and the resultant fever can be fatal.<br />
The mana, however, can ravage the body and mind. While usually unnoticeable, the damage adds up and those who regularly ingest thanhium begin to grow weak, physically wither, and begin to go mad.<br />
<br />
=== Specific Effects on Mages ===<br />
<br />
Arcane Mages poisoned with thanhium from a deep cut, inhalation or ingestion find their powers destablised, amplified but backfiring, or just plain gone. Aenguldaemonic Mages simply have their powers weakened. Their powers return to normal when the thanhium poisoning wears off. It is not uncommon for mages to experience extreme nausea or even vomit when thanhium poisoned. It is believed that all this is caused by the thanhic mana interfering with their own, either cancelling out or rendering their magic unpredictable. There have been reports of non-mages wielding similarly unstable and uncontrollable magical powers while poisoned with large amounts of thanhium.<br />
<br />
=== Specific Effects on Non-Mages ===<br />
<br />
For non-mages, thanhium poisoning has the psychological effect of creating a rush of magical power. With normal poisoning this makes the non-mage dizzy or manic, but when the dust is ingested the nonmage can go temporarily insane. It has been reported that with large quantities victims do actually wield unstable magic powers. With no training, they cannot control the powers and are usually only a danger to themselves. Use of these powers also seems to make the other effects more severe, especially the cooling and insanity effects. The sensation of weakness when the thanhium wears off often drives the victim to thanhium addiction.<br />
<br />
Extended consumption of thanhium causes chronic addiction, physical withering on a dramatic scale and complete and total insanity. Of these, insanity sets in the fastest.<br />
<br />
== Detonation Of Thanhium: ==<br />
<br />
Thanhium absorbs heat and transforms it into mana, and the large the crystal or ore, the more heat it draws in and thus the more mana it is able to hold. However Thanhium as a simple mineral is unable to regulate the amount of heat it attempts to draw in, and thus exposing the Thanhium to a massive amount of heat, will cause it to overload and release its mana in anyway it can - a large explosion. The size of the thanhium crystal absorbing the heat determines at which point it will explode, and how large the explosion will be. A large crystal will need a significant amount of heat in order to detonate, and likewise a smaller crystal will need less heat to detonate, but the explosion would be significantly less destructive.<br />
<br />
A Thanhic explosion is destructive mostly to biomatter, whereas while the force of the explosion may topple weak structures, it’s its deadly burst of massive toxicity that causes the most damage. The body would become overwhelmed with Thanhic exposure, both the dust overwhelming the body’s systems and the burst of mana to instantly begin conflicting with mages’ own personal mana. The explosion will completely eliminate magical spells and enchantments within its explosion radius, meaning that enchantments designed to prevent against explosions would be rendered useless against a Thanhium detonation. This adds another factor to how useful it is against mages. You are incredibly unlikely to survive being close to a Thanhic explosion even as a non-mage, and even less so if you are a mage. It is considered to be a biological weapon.<br />
<br />
The explosion radius of Thanhium is actually quite small, the mana would very quickly disperse. The dust however, would diffuse out into the air, making the air temporarily unbreathable in a slightly larger radius than the actual explosion. The explosion can be amplified by detonating a Bloodshard instead of a plain Thanhium Shard. The explosion effectiveness (effectiveness being radius and duration of the effects) would change depending on the state of the Thanhium used. In ore form, it would be incredibly small, the explosion only slightly larger than the ore itself. Impure Thanhium Crystals would have a slightly increased effectiveness. Pure Thanhium Crystals are what most would aim to use, and would have greater effectiveness. Bloodshards, containing the power of Pure Thanhic Crystals on top of their magical addition, would be the most effective explosive, with radius and the duration of its effects massively increased. On top of that, the Bloodshard would create blight only able to be removed by those of a holy or druidic disposition, even after the Thanhic dust has cleared.<br />
<br />
----<br />
[https://www.lordofthecraft.net/forums/topic/142474-thanhium/#comment-1341965 Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=File:thanhiummines.jpg&diff=2958File:thanhiummines.jpg2016-03-09T23:25:18Z<p>Malocchio: </p>
<hr />
<div></div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Thanhium&diff=2953Thanhium2016-03-09T21:43:58Z<p>Malocchio: </p>
<hr />
<div>The blue crystalline material known as Thanhium is both a greatly powerful and highly dangerous substance. Once so rare only the Dwarves had access to it, the great use of thanhic technology by the Harbingers of Setherien has led to its proliferation throughout the known world.<br />
<br />
While Arcaurum (aka Magegold), the other well-known magical material, is simply highly receptive to enchantment and conductive to magical energies, thanhium actually contains significant amounts of mana locked up in the crystal. This mana began as heat: thanhium passively saps heat from its surroundings, storing it as the mana within.<br />
<br />
== Thanhic Ore (Lapis) ==<br />
<br />
Scholars across the realm have discovered various different ways of painstakingly extracting and purifying Thanhium into crystals from large quantities of Thanhic ore. The process is usually a complex one but can be made less so with the use of magical intervention. To discover the method of purifying Thanhium, research and experimentation is encouraged - LMs can be used to oversee the process to inform you if the experiment was a success. A successful purification of the ore will leave you with a Pure Thanhic Crystal - this purified form of Thanhic ore can turn heat to mana fast enough for practical applications. A semi-successful purification results in some thanhic dust being released into the air and the result would be an Impure Thanhic Crystal, which is less potent than a pure crystal and significantly more fragile, bumping into things will cause it to release dust and have a chance to shatter entirely. Those studying the purification of thanhium will likely only be able to form Impure Crystals until they are advanced enough in the field. Failing the purification process entirely would result in either a waste of the mineral entirely, or a large cloud of thanhic dust being released into the air.<br />
<br />
Thanhic Crystals are powerful and almost immediately form a layer of frost around them on exposure to the air. Dropping a crystal into water will cause a cumbersome layer of ice to rapidly freeze around it. The crystals have weight and durability equivalent to glass or ice, meaning that unless they are thin they cannot be broken with bare hands, but a hammer, sword blow, or dropping them is likely to crack or shatter them. Those who break a Thanhic crystal have more to worry about than broken shards, however, as clouds of thanhic dust are released into the air upon breaking.<br />
<br />
Thanhic Crystals are the most useful tool for most magical technology. While Thanhium is unable to be enchanted directly, the mana from within Thanhic Crystals can be used to power enchantments, particularly when the enchanted material is Arcaurum (magegold). These enchantments never run out of power so long as the thanhium has heat to absorb and provided the thanhium is given time to “recharge”. The most complex use of this is the Golem Core, which uses a very pure and quite a large thanhium crystal as their power source.<br />
<br />
Thanhium’s mana is in a way, artificial, it cannot whatsoever be mixed with any descendants personal mana supply. The two types of mana are intrinsically different, and likewise, any attempt to fuel an enchantment with both Thanhic mana and personal mana, would cause the enchantment to fail and likely, explode. It is impossible for a mage to “draw upon” a thanhium crystal in their possession: they are not mana batteries, and any attempt to would likely be catastrophic.<br />
<br />
Thanhic armour by nature is quite useless due to its sheer negative effects. It is as brittle as glass, cumbersome to purify into the exact shape of armour, toxic, and incredibly cold, to the point where it would freeze the wearer to death in mere minutes. That said, it has been known in the past for custom Thanhic weapons to be forged, and although brittle and usually a one-time use, their toxic nature makes them particularly dangerous, especially to mages, who suffer Thanhium’s negative effects the most. <br />
<br />
The Spectre classed creature known as a Harbinger possess a unique magic that allows for the direct enchanting of Thanhium. Their immolation magic, also known as ‘FrostFire’ can be deployed to alter the makeup of Thanhium in a variety of ways. The most prominent use of this is the superhardening of Thanhium to the strength of carbarum metal (iron armour), meaning they possess the ability to forge the only known Thanhic armour, and their corporeal nature means they are quite immune to all its negative effects, making them a particularly difficult enemy for mages. It was discovered after the fall of Setherien that this armour could be used to feed their corrupted essence by drawing from the heat in the air, allowing them to self-sustain themselves without the need of their previous master, Setherien.<br />
<br />
The Harbingers are also able to feed frostfire into large Thanhic shards to create a Bloodshard. These Bloodshards are collosal red shards of corrupted Thanhium that hold a variety of uses, they release their contained mana as a corrupting blight, killing all life within their vicinity overtime, assisted by its constant and ravenous drawing of heat which only aids in the death of life around it by freezing it solid. Bloodshards also act as a signal booster to a Harbinger’s telepathic connection with its brothers and sisters, allowing for long-range communication when within one’s presence. A Bloodshard is incredibly unstable, however, and if attacked by magical spell or by significant force, it will produce a massive detonation, amplified by both its tainted, pulsating essence, and its natural thanhic supply of contained mana.<br />
<br />
Breaking the crystals releases clouds of thanhic dust, small but pure particles of thanhium with severe toxic effects if inhaled or ingested. If done carefully, the dust can be created intentionally by carefully grinding down the crystals while wearing a breath mask. High purity thanhic crystals are cold enough to cause frostbite injures from skin contact, meaning thanhic crystals are handled with thick gloves. Due to the risk of the dust both ore, crystals and dust are transported in locked airtight crates which often form layers of ice around them. Any thanhic weapons are stored in sheaths to protect them from abrasion and damage which could release the dust.<br />
<br />
== The Toxicity of Thanhic Dust ==<br />
<br />
Thanhic dust consists of tiny particles of high purity thanhium. It can be inhaled, ingested or absorbed into the bloodstream. Unlike most poisons, the effects of thanhium are linear: a smaller quantity causes a weaker version of the same effect. Thanhium Poisoning is caused by being cut or pierced deeply with an abrasive thanhium weapon, from inhaling moderate quantities of the dust, or from ingestion of even a small amount. The poisoning usually lasts for one day/night cycle regardless of strength. Close proximity to Thanhium for an extended period of time can cause it to become absorbed into the blood, mimics its toxic effects without it ever entering the body through the lungs or a cut.<br />
<br />
=== Physical Effects ===<br />
<br />
The body can usually cope with the cooling from ingesting thanhium by raising the body temperature. Skin pales as blood vessels contract to conserve heat, and the victim usually feels cold. Once the thanhium poisoning wears off, the victim suffers a high fever. With high quantities of the dust, the victim feels far colder, their skin pales to a huge degree, and the resultant fever can be fatal.<br />
The mana, however, can ravage the body and mind. While usually unnoticeable, the damage adds up and those who regularly ingest thanhium begin to grow weak, physically wither, and begin to go mad.<br />
<br />
=== Specific Effects on Mages ===<br />
<br />
Arcane Mages poisoned with thanhium from a deep cut, inhalation or ingestion find their powers destablised, amplified but backfiring, or just plain gone. Aenguldaemonic Mages simply have their powers weakened. Their powers return to normal when the thanhium poisoning wears off. It is not uncommon for mages to experience extreme nausea or even vomit when thanhium poisoned. It is believed that all this is caused by the thanhic mana interfering with their own, either cancelling out or rendering their magic unpredictable. There have been reports of non-mages wielding similarly unstable and uncontrollable magical powers while poisoned with large amounts of thanhium.<br />
<br />
=== Specific Effects on Non-Mages ===<br />
<br />
For non-mages, thanhium poisoning has the psychological effect of creating a rush of magical power. With normal poisoning this makes the non-mage dizzy or manic, but when the dust is ingested the nonmage can go temporarily insane. It has been reported that with large quantities victims do actually wield unstable magic powers. With no training, they cannot control the powers and are usually only a danger to themselves. Use of these powers also seems to make the other effects more severe, especially the cooling and insanity effects. The sensation of weakness when the thanhium wears off often drives the victim to thanhium addiction.<br />
<br />
Extended consumption of thanhium causes chronic addiction, physical withering on a dramatic scale and complete and total insanity. Of these, insanity sets in the fastest.<br />
<br />
== Detonation Of Thanhium: ==<br />
<br />
Thanhium absorbs heat and transforms it into mana, and the large the crystal or ore, the more heat it draws in and thus the more mana it is able to hold. However Thanhium as a simple mineral is unable to regulate the amount of heat it attempts to draw in, and thus exposing the Thanhium to a massive amount of heat, will cause it to overload and release its mana in anyway it can - a large explosion. The size of the thanhium crystal absorbing the heat determines at which point it will explode, and how large the explosion will be. A large crystal will need a significant amount of heat in order to detonate, and likewise a smaller crystal will need less heat to detonate, but the explosion would be significantly less destructive.<br />
<br />
A Thanhic explosion is destructive mostly to biomatter, whereas while the force of the explosion may topple weak structures, it’s its deadly burst of massive toxicity that causes the most damage. The body would become overwhelmed with Thanhic exposure, both the dust overwhelming the body’s systems and the burst of mana to instantly begin conflicting with mages’ own personal mana. The explosion will completely eliminate magical spells and enchantments within its explosion radius, meaning that enchantments designed to prevent against explosions would be rendered useless against a Thanhium detonation. This adds another factor to how useful it is against mages. You are incredibly unlikely to survive being close to a Thanhic explosion even as a non-mage, and even less so if you are a mage. It is considered to be a biological weapon.<br />
<br />
The explosion radius of Thanhium is actually quite small, the mana would very quickly disperse. The dust however, would diffuse out into the air, making the air temporarily unbreathable in a slightly larger radius than the actual explosion. The explosion can be amplified by detonating a Bloodshard instead of a plain Thanhium Shard. The explosion effectiveness (effectiveness being radius and duration of the effects) would change depending on the state of the Thanhium used. In ore form, it would be incredibly small, the explosion only slightly larger than the ore itself. Impure Thanhium Crystals would have a slightly increased effectiveness. Pure Thanhium Crystals are what most would aim to use, and would have greater effectiveness. Bloodshards, containing the power of Pure Thanhic Crystals on top of their magical addition, would be the most effective explosive, with radius and the duration of its effects massively increased. On top of that, the Bloodshard would create blight only able to be removed by those of a holy or druidic disposition, even after the Thanhic dust has cleared.<br />
<br />
----<br />
[https://www.lordofthecraft.net/forums/topic/142474-thanhium/#comment-1341965 Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Thanhium&diff=2952Thanhium2016-03-09T21:40:51Z<p>Malocchio: </p>
<hr />
<div>The blue crystalline material known as Thanhium is both a greatly powerful and highly dangerous substance. Once so rare only the dwarves had access to it, the great use of thanhic technology by the Harbingers of Setherien has led to its proliferation throughout the known world.<br />
<br />
While Arcaurum (aka Magegold), the other well-known magical material, is simply highly receptive to enchantment and conductive to magical energies, thanhium actually contains significant amounts of mana locked up in the crystal. This mana began as heat: thanhium passively saps heat from its surroundings, storing it as the mana within.<br />
<br />
== Thanhic Ore (Lapis) ==<br />
<br />
Scholars across the realm have discovered various different ways of painstakingly extracting and purifying Thanhium into crystals from large quantities of Thanhic ore. The process is usually a complex one but can be made less so with the use of magical intervention. To discover the method of purifying Thanhium, research and experimentation is encouraged - LMs can be used to oversee the process to inform you if the experiment was a success. A Successful purifcation of the ore will leave you with a Pure Thanhic Crystal - this purified form of Thanhic ore can turn heat to mana fast enough for practical applications. A semi-successful purification results in some thanhic dust being released into the air and the result would be an Impure Thanhic Crystal, which is less potent than a pure crystal and significantly more fragile, bumping into things will cause it to release dust and have a chance to shatter entirely. Those studying the purification of thanhium will likely only be able to form Impure Crystals until they are advanced enough in the field. Failing the purification process entirely would result in either a waste of the mineral entirely, or a large cloud of thanhic dust being released into the air.<br />
<br />
Thanhic Crystals are powerful and almost immediately form a layer of frost around them on exposure to the air. Dropping a crystal into water will cause a cumbersome layer of ice to rapidly freeze around it. The crystals have weight and durability equivalent to glass or ice, meaning that unless they are thin they cannot be broken with bare hands, but a hammer, sword blow, or dropping them is likely to crack or shatter them. Those who break a Thanhic crystal have more to worry about than broken shards, however, as clouds of thanhic dust are released into the air upon breaking.<br />
<br />
Thanhic Crystals are the most useful tool for most magical technology. While Thanhium is unable to be enchanted directly, the mana from within Thanhic Crystals can be used to power enchantments, particularly when the enchanted material is Arcaurum (magegold). These enchantments never run out of power so long as the thanhium has heat to absorb and provided the thanhium is given time to “recharge”. The most complex use of this is the Golem Core, which uses a very pure and quite a large thanhium crystal as their power source.<br />
<br />
Thanhium’s mana is in a way, artificial, it cannot whatsoever be mixed with any descendants personal mana suppy. The two types of mana are intrinsically different, and likewise, any attempt to fuel an enchantment with both Thanhic mana and personal mana, would cause the enchantment to fail and likely, explode. It is impossible for a mage to “draw upon” a thanhium crystal in their possession: they are not mana batteries, and any attempt to would likely be catastrophic.<br />
<br />
Thanhic armour by nature is quite useless due to its sheer negative effects. It is as brittle as glass, cumbersome to purify into the exact shape of armour, toxic, and incredibly cold, to the point where it would freeze the wearer to death in mere minutes. That said, it has been known in the past for custom Thanhic weapons to be forged, and although brittle and usually a one-time use, their toxic nature makes them particularly dangerous, especially to mages, who suffer Thanhium’s negative effects the most. <br />
<br />
The Spectre classed creature known as a Harbinger possess a unique magic that allows for the direct enchanting of Thanhium. Their immolation magic, also known as ‘FrostFire’ can be deployed to alter the makeup of Thanhium in a variety of ways. The most prominent use of this is the superhardening of Thanhium to the strength of carbarum metal (iron armour), meaning they possess the ability to forge the only known Thanhic armour, and their corporeal nature means they are quite immune to all its negative effects, making them a particularly difficult enemy for mages. It was discovered after the fall of Setherien that this armour could be used to feed their corrupted essence by drawing from the heat in the air, allowing them to self-sustain themselves without the need of their previous master, Setherien.<br />
<br />
The Harbingers are also able to feed frostfire into large Thanhic shards to create a Bloodshard. These Bloodshards are collosal red shards of corrupted Thanhium that hold a variety of uses, they release their contained mana as a corrupting blight, killing all life within their vicinity overtime, assisted by its constant and ravenous drawing of heat which only aids in the death of life around it by freezing it solid. Bloodshards also act as a signal booster to a Harbinger’s telepathic connection with its brothers and sisters, allowing for long-range communication when within one’s presence. A Bloodshard is incredibly unstable, however, and if attacked by magical spell or by significant force, it will produce a massive detonation, amplified by both its tainted, pulsating essence, and its natural thanhic supply of contained mana.<br />
<br />
Breaking the crystals releases clouds of thanhic dust, small but pure particles of thanhium with severe toxic effects if inhaled or ingested. If done carefully, the dust can be created intentionally by carefully grinding down the crystals while wearing a breath mask. High purity thanhic crystals are cold enough to cause frostbite injures from skin contact, meaning thanhic crystals are handled with thick gloves. Due to the risk of the dust both ore, crystals and dust are transported in locked airtight crates which often form layers of ice around them. Any thanhic weapons are stored in sheaths to protect them from abrasion and damage which could release the dust.<br />
<br />
== The Toxicity of Thanhic Dust ==<br />
<br />
Thanhic dust consists of tiny particles of high purity thanhium. It can be inhaled, ingested or absorbed into the bloodstream. Unlike most poisons, the effects of thanhium are linear: a smaller quantity causes a weaker version of the same effect. Thanhium Poisoning is caused by being cut or pierced deeply with an abrasive thanhium weapon, from inhaling moderate quantities of the dust, or from ingestion of even a small amount. The poisoning usually lasts for one day/night cycle regardless of strength. Close proximity to Thanhium for an extended period of time can cause it to become absorbed into the blood, mimics its toxic effects without it ever entering the body through the lungs or a cut.<br />
<br />
=== Physical Effects ===<br />
<br />
The body can usually cope with the cooling from ingesting thanhium by raising the body temperature. Skin pales as blood vessels contract to conserve heat, and the victim usually feels cold. Once the thanhium poisoning wears off, the victim suffers a high fever. With high quantities of the dust, the victim feels far colder, their skin pales to a huge degree, and the resultant fever can be fatal.<br />
The mana, however, can ravage the body and mind. While usually unnoticable, the damage adds up and those who regularly injest thanhium begin to grow weak, physically wither, and begin to go mad.<br />
<br />
=== Specific Effects on Mages ===<br />
<br />
Arcane Mages poisoned with thanhium from a deep cut, inhalation or ingestion find their powers destablised, amplified but backfiring, or just plain gone. Aenguldaemonic Mages simply have their powers weakened. Their powers return to normal when the thanhium poisoning wears off. It is not uncommon for mages to experience extreme nausea or even vomit when thanhium poisoned. It is believed that all this is caused by the thanhic mana interfering with their own, either cancelling out or rendering their magic unpredictable. There have been reports of non-mages wielding similarly unstable and uncontrollable magical powers while poisoned with large amounts of thanhium.<br />
<br />
=== Specific Effects on Non-Mages ===<br />
<br />
For non-mages, thanhium poisoning has the psychological effect of creating a rush of magical power. With normal poisoning this makes the non-mage dizzy or manic, but when the dust is injested the nonmage can go temporarily insane. It has been reported that with large quantities victims do actually wield unstable magic powers. With no training, they cannot control the powers and are usually only a danger to themselves. Use of these powers also seems to make the other effects more severe, especially the cooling and insanity effects. The sensation of weakness when the thanhium wears off often drives the victim to thanhium addiction.<br />
<br />
Extended consumption of thanhium causes chronic addiction, physical withering on a dramatic scale and complete and total insanity. Of these, insanity sets in the fastest.<br />
<br />
== Detonation Of Thanhium: ==<br />
<br />
Thanhium absorbs heat and transforms it into mana, and the large the crystal or ore, the more heat it draws in and thus the more mana it is able to hold. However Thanhium as a simple mineral is unable to regulate the amount of heat it attempts to draw in, and thus exposing the Thanhium to a massive amount of heat, will cause it to overload and release its mana in anyway it can - a large explosion. The size of the thanhium crystal absorbing the heat determines at which point it will explode, and how large the explosion will be. A large crystal will need a significant amount of heat in order to detonate, and likewise a smaller crystal will need less heat to detonate, but the explosion would be significantly less destructive.<br />
<br />
A Thanhic explosion is destructive mostly to biomatter, whereas while the force of the explosion may topple weak structures, it’s its deadly burst of massive toxicity that causes the most damage. The body would become overwhelmed with Thanhic exposure, both the dust overwhelming the body’s systems and the burst of mana to instantly begin conflicting with mages’ own personal mana. The explosion will completely eliminate magical spells and enchantments within its explosion radius, meaning that enchantments designed to prevent against explosions would be rendered useless against a Thanhium detonation. This adds another factor to how useful it is against mages. You are incredibly unlikely to survive being close to a Thanhic explosion even as a non-mage, and even less so if you are a mage. It is considered to be a biological weapon.<br />
<br />
The explosion radius of Thanhium is actually quite small, the mana would very quickly disperse. The dust however, would diffuse out into the air, making the air temporarily unbreathable in a slightly larger radius than the actual explosion. The explosion can be amplified by detonating a Bloodshard instead of a plain Thanhium Shard. The explosion effectiveness (effectiveness being radius and duration of the effects) would change depending on the state of the Thanhium used. In ore form, it would be incredibly small, the explosion only slightly larger than the ore itself. Impure Thanhium Crystals would have a slightly increased effectiveness. Pure Thanhium Crystals are what most would aim to use, and would have greater effectiveness. Bloodshards, containing the power of Pure Thanhic Crystals on top of their magical addition, would be the most effective explosive, with radius and the duration of its effects massively increased. On top of that, the Bloodshard would create blight only able to be removed by those of a holy or druidic disposition, even after the Thanhic dust has cleared.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Rivel&diff=2951Rivel2016-03-09T20:21:32Z<p>Malocchio: </p>
<hr />
<div>Rivel is a floating city located on the edge of Athera floating above the abyss.<br />
<br />
It became accessible to the Descendant Races in the year (September 22) before being claimed by The Undead. The city then became abandoned once again.<br />
<br />
== Ancient History ==<br />
<br />
<br />
Rivel was an isolationist mageocracy. The books imply that the ruling class of Spellcrafters were elven, humans were second class citizens and orcs were slaves thought to possess but animal intelligence. While Rivel did not interact with the Aegean Kingdoms to any great extent they did have spies, and were more alert than the majority of the Descendant races of Iblees's activities. When the Ironborn dynasty fell a few months before the year 1300 (commencement of LotC 1.0) they realized Iblees would likely step up his plans.<br />
<br />
They were soon approached by a figure calling himself the Radiant Man, who promised them both heightened power and a solution to the threat posed by Iblees. A few of the Spellcrafters joined the Radiant Man and from him received powers akin to those received when one follows an aengudaemon. With him they traced the history of the Forgotten Dwarves. They uncovered the Hall of a Kal'Varak and sent many of its tomes back to Rivel for study. There they learned the location of the Hall, and traveled north. At this point they found the Seal's flaw: it required souls for power and the entirety of the Forgotten Dwarven civilization had not been enough.<br />
<br />
The Radiant Man encouraged his followers to repair and activate an army of constructs built by the Forgotten Dwarves. The construct army attacked Rivel and massacred most of the population. They were driven back and destroyed, but the city was left in chaos. When Rivel marched to the Hall in retaliation they found the giant door shut, the way sealed, and no signs of life. <br />
<br />
Rivel was destroyed with the fall of Aegis. The city was mostly held together, magically floating over the abyss, but without food they were doomed to starve. The Spellcrafter Archon, leader of Circle of Governance that ruled the city, acted in desperation and sacrificed the surviving traumatized underclass in order to survive as a creature analogous to a lich.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2845Felsen Watch2016-03-05T22:12:28Z<p>Malocchio: /* OFFICERS */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:felsensigil.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| <br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Sigil of the Imperial City of Felsen'''<br />
|}<br />
|-<br />
|}<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
<u>'''OFFICERS'''</u><br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
<u>'''FOOTMEN'''</u><br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== Uniform ==<br />
<br />
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:recruit.png|100px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Skin by Alterazgohg''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Recruit's Uniform'''<br />
|}<br />
|-<br />
|}<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness. <br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2844Felsen Watch2016-03-05T22:12:03Z<p>Malocchio: /* FOOTMEN */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:felsensigil.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| <br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Sigil of the Imperial City of Felsen'''<br />
|}<br />
|-<br />
|}<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
====OFFICERS====<br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
<u>'''FOOTMEN'''</u><br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== Uniform ==<br />
<br />
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:recruit.png|100px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Skin by Alterazgohg''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Recruit's Uniform'''<br />
|}<br />
|-<br />
|}<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness. <br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2843Felsen Watch2016-03-05T22:10:29Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:felsensigil.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| <br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Sigil of the Imperial City of Felsen'''<br />
|}<br />
|-<br />
|}<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
====OFFICERS====<br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
====FOOTMEN====<br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== Uniform ==<br />
<br />
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:recruit.png|100px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Skin by Alterazgohg''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Recruit's Uniform'''<br />
|}<br />
|-<br />
|}<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness. <br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2840Felsen Watch2016-03-05T21:59:33Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:felsensigil.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| <br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Sigil of the Imperial City of Felsen'''<br />
|}<br />
|-<br />
|}<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
['''OFFICERS''']<br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
['''FOOTMEN''']<br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== Uniform ==<br />
<br />
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:recruit.png|100px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Skin by Alterazgohg''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Recruit's Uniform'''<br />
|}<br />
|-<br />
|}<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness. <br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2839Felsen Watch2016-03-05T21:58:00Z<p>Malocchio: /* Uniform */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:felsensigil.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| <br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Sigil of the Imperial City of Felsen'''<br />
|}<br />
|-<br />
|}<br />
<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
['''OFFICERS''']<br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
['''FOOTMEN''']<br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== Uniform ==<br />
<br />
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:recruit.png|100px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| ''<span style="font-size:x-small;">Skin by Alterazgohg''<br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Recruit's Uniform'''<br />
|}<br />
|-<br />
|}<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness. <br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2838Felsen Watch2016-03-05T21:52:45Z<p>Malocchio: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"<br />
|<br />
{| style="border:10px background:#FFFFFF; float:left;" width="50px"<br />
|- style="height:5px; text-align:center"<br />
|- style="vertical-align:middle;"<br />
| style="height:100px" valign="top"|<br />
[[File:felsensigil.png|200px|center]]<br />
|- style="color:grey; text-align:center; vertical-align:center;"<br />
| <br />
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"<br />
|'''Sigil of the Imperial City of Felsen'''<br />
|}<br />
|-<br />
|}<br />
<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
['''OFFICERS''']<br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
['''FOOTMEN''']<br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== Uniform ==<br />
<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness.<br />
<br />
(Credits to Alterazgohg for the Skins)<br />
<br />
'''Recruit’s Uniform | Watchman’s Uniform'''<br />
<br />
[[File:recruit.png|100px]] [[File:watchman.png|100px]]<br />
<br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=File:malindominion.png&diff=2771File:malindominion.png2016-03-05T04:14:55Z<p>Malocchio: </p>
<hr />
<div></div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Thorgran_Ireheart&diff=2770Thorgran Ireheart2016-03-05T04:07:49Z<p>Malocchio: </p>
<hr />
<div>Thorgran Ireheart is a dwarf of the Grand Kingdom of Urguan. Born around the escape to Asulon, he is the grandson of Olaf Ireheart.<br />
<br />
'''Appearance'''<br />
<br />
Thorgran Ireheart is a 4"8 tall dwarf. He has fiery red hair and blue eyes. He has a very defined nose with a great mustache and beard. He wears no shirt, revealing his fit body but he wears shoulder armor. He wears basic pants but has a red orcish hide hanging from his waist on both sides of his body.<br />
<br />
http://i.imgur.com/LVpBuOL.png<br />
<br />
== History ==<br />
<br />
<br />
'''Vailor'''<br />
<br />
Thorgran Ireheart had always been amongst the dwarven people since the times of Asulon, but it was not until Vailor that Thorgran became an established member of society. After countless years of training himself, both mentally and physically, Thorgran began his Ireheart trials to become a full fledged Ireheart. With swiftness, he collected three elven ears from each subrace of elf; wood, high, and dark elf. Whilst on a rampage within elven lands, Thorgran made sure to chop up a druidic tree for collecting the bark of a druid's tree was one of the tasks as well. During his rampage, he met the likes of the Horde of Dunamis, gaining and giving respect to the Horde for their great military strength and tactics. He enlisted in the Horde, and this proved to only increase the amount of barbaric activities Thorgran took part in.<br />
<br />
The Horde of Dunamis was contracted to defend the Principality of Fenland from the Iron Uzg, a job that was most beneficial to Thorgran. He needed the hides of three different colored orcs for the last part of his trials, something he was not backing down from. The whole Horde expected a great outcome of orcs invading Fenland, but very few bothered to show up, leaving very few prey for Thorgran to chase after. Though, he captured three different colored orcs that day, lugging them back to the Horde's keep to skin. Thorgran was just one task away from becoming a full fledged Ireheart.<br />
<br />
'''Family'''<br />
<br />
Thorgran is a part of the Ireheart Clan. He is the son of <Name> and the grandson of Olaf Ireheart. Olaf Ireheart is known for his skinning of orcs, so Thorgran takes great pride in his skinning capabilities and aims to surpass his grandfather.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=The_Second_Generation_of_Dark_Shamanism&diff=2769The Second Generation of Dark Shamanism2016-03-05T04:06:47Z<p>Malocchio: </p>
<hr />
<div>'''The First Generation'''<br />
<br />
Dark Shamans, like any other Shaman, date back to when Shamanism was first created. The Deamon Aopohet created the spirit realm, creating the two spirits of time and space. The realm grew and the elemental spirits and immortal spirits were created. Krug, the first shaman had a daughter, Dom. After Krug’s death Dom was deemed the greatest shaman. Back in Aegis, a pack of shamans created the clan Dom. A member of the clan, Or’Ta, found out he can trick spirits into giving off their name, or he can make unfair and very clever pacts with them that’ll force them under his will. With their name or pact, he can forcefully summon them and use their power.<br />
The Doms were quick to utilize Or’Ta’s method. Every Shaman of the clan was forcing spirits against their will. The news spread widely across the spirit realms, the Dom clan was hated by the spirits. The spirits told other shamans of the Doms’ actions. The news then spread across the clans quickly. The Lur clan spat on the Doms’ name, they openly hunted the Dark Shamans down to the last Orc, nearly killing every Dom in an attempted genocide.<br />
<br />
'''The Second Generation'''<br />
<br />
What the Lurs forgot was to destroy the Dom’s books, tomes, and knowledge passed down. Dark Shamanism was at the peak of extinction, less and less Dark Shamans lived to fully learn the Dom’s methods of Dark Shamanism. Few Doms remained, though, a Dom which survived the late days of Aegis did remain. Grak’Dom, a Dom born while the Lurs hunted down his kin. His mother and father both in hiding, which died of natural causes in the future. What Grak’s father, Raz’Dom taught him was how to deceive lesser spirits, and how to trick them into giving over their name. Raz told his son more about the Doms, and where their study grounds were.<br />
Before Raz died, Grak travelled to the Orcish desert to search for the Doms’ training grounds. He searched for a few weeks, food and water were scarce. He finally came across a small cave, it looked so as if he saw Shamanistic carvings on the walls, and steps that lead deeper into the cave. He delved into the cave, where he found an underground oasis. The Oasis had a hole in the ceiling, which shone a bright light across the small oasis. To the back of the cave he could see a bookshelf, tons of old books scattered on the ground. The pages weren’t preserved well, he only could salvage a few books.<br />
The Orc made out of the cave with a bag of books which had various scriptures on dark Shamanism, written by the three Or brothers, Or’ta, Or’Drak, and Or’Jum. Grak didn’t bother to read the books, or to even skim through them. He left the cave far behind as he went home to his mother and father.<br />
Years upon years did Grak practice the dark shamanism, various trials did he do to perfect the Dom’s created art. After mastering the lost art in Anthos, he decided to take in three pupils, which he trained to antagonize the Lurs and those clans that were against the Doms. His pupils served well, and they had a slow start in the art as he did.<br />
After Grak’Dom’s inevitable death, his knowledge was lost, his pupils not finishing their trials. Dark Shamanism was at a loss. Only the dark Shamans which terrorize the Orcish nation remain.<br />
<br />
== Forms Of Dark Shamanism ==<br />
<br />
<br />
'''Tricking/Deceiving'''<br />
<br />
The biggest part of Dark Shamanism is tricking and forcing spirits against their will. Tricking the spirit into what exactly? Dark Shamans usually say a riddle, or a twist sentence to attempt into tricking the spirit into giving off its true name. Once the Dark Shaman has the spirit’s name, he can call on the spirit whenever, forcing it to do what the Dark Shaman wants it to do. Forcing or tricking a spirit gets complicated depending on the spirit. If it is a lesser spirit they are much easier to trick compared to a greater spirit. Spirits that are often under the forceful influence of the Dark Shaman will tell other spirits, which could relay back to another Shaman.<br />
There are different ways of tricking spirits. For Elementalists, usually the Dark Shaman will make riddle or a joke to confuse the spirit into willingly giving off its name. For lautamans,witch doctors, and farseers, the dark shaman usually makes a clever pact with them, they may twist the words, which can mean one thing or another, an example of this would be, “I will give you power in exchange for you bestowing your power upon me at my own will.” If the spirit agrees, the Dark Shaman now has the spirits power and can use it at his own will (there are millions of other pacts that could confuse a spirit, though it’s up to the dark shaman to figure them out).<br />
<br />
'''Flesh Smithing'''<br />
<br />
Another aspect of Dark Shamanism is flesh smithing. Flesh smithing is the Dark Shaman art of mutating bodies and/or modifying bodies. The Doms realized that the average body is actually a conglomerate of the elements. Flesh smithers began capturing Orcs and running Shamanistic experiments on the captives. The process undertook a lot of time and energy, requiring a vast amount of trial and error. The art requires silence, so this can’t be done on the battlefield or the middle of a fight, it must be done in a contained, silent area. The flesh smiths finally perfected what they wanted, all their patients in the end had a bigger body mass, extra limbs, bone claws, etc. The knowledge of flesh smithing was lost along with Grak’s death. Though the spirit Ixil has the knowledge of it, which he could grant to someone for a cost of sanity.<br />
<br />
== Identifying Dark Shamans ==<br />
<br />
<br />
'''Physical'''<br />
<br />
In the early stages when the Dark Shaman has just started tricking and forcing spirits, nothing physical would be shown. Later on, the more the Dark Shaman practices his art, he will start to develop purple nails, his/her irises and whites will begin to turn pure black, and their gums will turn black.<br />
<br />
'''Spiritual'''<br />
<br />
In the early stages of Dark Shamanism not many spirits would know about the Dark Shaman. Though the more the Dark Shaman practices his art, more spirits will know and most likely inform other shamans about the Dark Shaman.<br />
<br />
'''Highlighted Points!'''<br />
<br />
* Fleshsmithing is quite hard to self-teach, one would need to consult with the spirit Ixli to gain the knowledge of flesh smithing. Though a flesh smith has the ability to teach another.<br />
<br />
* Dark Shamans do not learn a Shamanistic subtype any faster than a normal Shaman, they just don’t make pacts with spirits, and instead they trick/force them.<br />
<br />
* Dark Shamans do not summon spirits any faster than a normal Shaman with equal skill as them.<br />
<br />
* A Flesh Smith can’t mutate/modify his own body himself.<br />
<br />
* Fleshsmithing must be RP’d with trial and error.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2765Felsen Watch2016-03-03T23:34:58Z<p>Malocchio: /* UNIFORM */</p>
<hr />
<div><br />
[[File:felsensigil.png|380px]]<br />
<br />
['''Sigil of the Imperial City of Felsen''']<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
['''OFFICERS''']<br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
['''FOOTMEN''']<br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== Uniform ==<br />
<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness.<br />
<br />
(Credits to Alterazgohg for the Skins)<br />
<br />
'''Recruit’s Uniform | Watchman’s Uniform'''<br />
<br />
[[File:recruit.png|100px]] [[File:watchman.png|100px]]<br />
<br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2764Felsen Watch2016-03-03T23:34:12Z<p>Malocchio: </p>
<hr />
<div><br />
[[File:felsensigil.png|380px]]<br />
<br />
['''Sigil of the Imperial City of Felsen''']<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
['''OFFICERS''']<br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
['''FOOTMEN''']<br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== UNIFORM ==<br />
<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness.<br />
<br />
(Credits to Alterazgohg for the Skins)<br />
<br />
'''Recruit’s Uniform | Watchman’s Uniform'''<br />
<br />
[[File:recruit.png|100px]] [[File:watchman.png|100px]]<br />
<br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Felsen_Watch&diff=2763Felsen Watch2016-03-03T23:33:49Z<p>Malocchio: Created page with "'''Sigil of the Imperial City of Felsen''' 380px The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s cr..."</p>
<hr />
<div>'''Sigil of the Imperial City of Felsen'''<br />
<br />
[[File:felsensigil.png|380px]]<br />
<br />
The Felsen Watch stands firm defending and watching over the Imperial City of Felsen and it’s crownlands from brigands, thieves, beasts, and scoundrels. An organization where birth matters not, and merit accounts for all. The Felsen Watch is unlike a formal levy, as they mainly keep the peace within the city, protecting the gentle citizenry. The Watchmen of Felsen mete out justice where it is due to the scum of the realm, though proper citizenry are awarded a trial and detained until a verdict is reached.<br />
<br />
''“Nothin’ like the smell of fresh Abresi sh*t in the morning.”''<br />
<br />
-Captain Branaford of Abresi, circa 1453, while making his rounds.<br />
<br />
== Ranks ==<br />
<br />
['''OFFICERS''']<br />
<br />
* CITY MARSHAL - Elected representative of the City Watch to the Board of Aldermen. Handles the city’s funding of the guard. Serves as official commander of the city in times of siege and defense. In charge of swearing in the Commandants.<br />
<br />
''“It is not useless titles that make men useless, it is useless men that make titles useless.”''<br />
<br />
-Emperor John Frederick Horen, circa 1534, on High Magistrate Denis de Bar<br />
<br />
* COMMANDANT - The de facto commander of the Felsen Watch. He handles the administration of the Watch, along with any task not delegated to the lower ranks. He handles the promotion of officers and discipline within the ranks of the Watch.<br />
<br />
''“Appetite comes with eating.”''<br />
<br />
-Captain Fredek Royce of Abresi, circa 1456, in the Mess Hall after driving the cannibals out of the city.<br />
<br />
* LIEUTENANT - An officer of the Watch, specializing between various lower administrative duties such as training, assignments of duties, distributing of supplies and provisions, and calculating and distributing pay.<br />
<br />
* DRILLMASTER - The drillmaster specializes in training and drilling the guards into capable fighters into capable fighters and a cohesive force against threats to the city. <br />
<br />
* QUARTERMASTER - The quartermaster outfits each member of the Watch along with managing provisions such as rations and raw goods. It is up to the quartermaster to make sure that there is enough armaments and raw goods to turn into needed supplies.<br />
<br />
* PAYMASTER - The paymaster manages the coffers of the Watch, calculating pay each week for the ranks, making sure the balance stays above minimum before each pay cycle. When the coffers run dry, it is the paymaster’s responsibility to obtain more from the coffers from the City of Felsen.<br />
<br />
''“Rich men die young.”''<br />
<br />
-Lieutenant Dingo de Sarkozy of Abresi, circa 1448, to an initiate requesting the week’s pay.<br />
<br />
['''FOOTMEN''']<br />
<br />
* SERJEANT - A proven veteran of the Watch, the Serjeant is a senior footman with limited authority over the lesser guardsmen, capable of leading patrols and leading a small detachment of footmen to carry out an assignment.<br />
<br />
''“What are you going to do, catch it?”''<br />
<br />
-Serjeant Richard Palmer of Abresi, circa 1448, after bludgeoning Rymuel Elendil to death.<br />
<br />
* CITIZEN-AT-ARMS - Citizens of Felsen, these men are volunteers. Higher in seniority and seen as more loyal to the defense of Felsen than the average watchman, willing citizens may talk to the commandant to be placed on the roster.<br />
<br />
''“I’m an eggshell, protecting the yolk of Felsen.”''<br />
<br />
-Halberdier Nathan Hawthorne, circa 1544, upon joining the Citizen’s Militia.<br />
<br />
* WATCHMAN - The backbone of the guard consisting of rank and file soldiers and footmen who protect our fair City of Felsen from lawlessness. They have the authority to carry out the law of the Holy Orenian Empire and detain any of those who dare defy the Lexicon of Ashford. They carry out punishment according to social status within the Empire and detain those who try to avoid it.<br />
<br />
''“You like that?!”''<br />
<br />
-Warden Erik Berhal of Petrus, circa 1474, after smashing a Dwarven merchant’s teeth in.<br />
<br />
* RECRUIT - All watchmen start off as fresh-blooded recruits. Recruits start without pay, and are expected to serve for one Saint’s Week until their promotion to Guardsman. They are usually accompanied by a Guardsman or someone of higher rank so that they may learn the ropes.<br />
<br />
''“Sometimes when I close my eyes I can not see.”''<br />
<br />
-Recruit Asgoslav of Felsen, circa 1523, after being struck in the head by an orc.<br />
<br />
== UNIFORM ==<br />
<br />
Equipped in a motley of leather and chainmail, the uniform of the Watch is designed to mitigate any harm that may come upon a watchman performing his duty. Fabricated from state of the art Wheezer leather and ironworks, the standard issue studded gambeson sits atop a chainmail hauberk. The vibrant and warm colors allow the guard to seem friendly and approachable, further improving effectiveness.<br />
<br />
(Credits to Alterazgohg for the Skins)<br />
<br />
'''Recruit’s Uniform | Watchman’s Uniform'''<br />
<br />
[[File:recruit.png|100px]] [[File:watchman.png|100px]]<br />
<br />
<br />
''“What if I spill my wine?!”''<br />
<br />
-City Marshal Giancarlo Gradic, circa 1545, displeased with color of the new uniforms.<br />
<br />
== Awards ==<br />
<br />
<br />
* '''ROLF’S TENDERFOOT''' <br />
<br />
For the gentle of the guard, a medal and a bonus of 200 mina. The Tenderfoot Medal is given to those who perform their duty without the use of unnecessary force. To those which have a gentle touch, to those who would comfort, rather than harm. Named after Felsen Watchman Rolf, who caressed a maiden back into consciousness after she was hit in the back of the head.<br />
<br />
* '''DAVIS’ LIMP'''<br />
<br />
For those injured in the line of duty, a medal and a bonus of 200 mina. The Limp Medal is granted to those who with visible scars or those who were discharged due to their injuries. Named after Felsen Watchman Limp Davis, who was rendered incapable for near a decade.<br />
<br />
* '''GILBERT’S IRON FIST''' <br />
<br />
For those who willingly risk their skin, a medal and a bonus of 200 mina. The Iron Fist medal is granted to those heavy handed guardsmen which place themselves in harm's way to uphold the law. Given to those whose rash hand saved the life of innocents. Named after felsen Serjeant Gilbert, who was nearly mauled by a stray mutt after kicking it to defend a small noble child.<br />
<br />
''“Sometimes, when there’s a fork in the road, take it.”''<br />
<br />
-Captain Volker Hound of Petrus, circa 1513, before declaring Petrus for the Schismatics.<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/140703-felsen-watch/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=File:felsensigil.png&diff=2762File:felsensigil.png2016-03-03T23:02:38Z<p>Malocchio: </p>
<hr />
<div></div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=File:watchman.png&diff=2761File:watchman.png2016-03-03T22:55:42Z<p>Malocchio: </p>
<hr />
<div></div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=File:recruit.png&diff=2760File:recruit.png2016-03-03T22:55:01Z<p>Malocchio: </p>
<hr />
<div></div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Laws_of_Monsters_and_Unnatural_Anomalies_1512&diff=2759Laws of Monsters and Unnatural Anomalies 15122016-03-03T22:37:41Z<p>Malocchio: </p>
<hr />
<div>Both the Kingdom and Holy Empire of Oren has long been plagued by beasts of all different creations. Feral animals and magical beasts have been the cause of many innocent lives lost. Yet the Realm has little knowledge of these creatures, and so they must be properly classified and codified as an addition to the Ashford Lexicon. The Laws of Monsters and Unnatural Anomalies supersede all lower Ducal and Provincial Laws, both for the ease of the Kingdom’s bounty boards and for a safer Realm.<br />
<br />
== Classification of a Monster ==<br />
<br />
'''A monster is officially classified as:'''<br />
<br />
* Any creature, humanoid or otherwise, that has an instinctive malicious intent.<br />
* Any creature, humanoid or otherwise, that is defiant to the natural order of the World.<br />
* Any creature, humanoid or otherwise, that is abnormally grotesque or physically unnatural.<br />
* Any creature, humanoid or otherwise, that is created from magic with malicious intent.<br />
* Any creature, magical in origin, that mimics sentience to disguise blind obedience.<br />
<br />
== The Codified Laws ==<br />
<br />
* Licenses are needed to any man to track, hunt, and kill Monsters. Licenses may be bought from the Royal Administration.<br />
* Only the licensed may harvest and sell parts of Monsters.<br />
* Only the licensed may own parts of Monsters for their own collection.<br />
* All hunts must be premeditated.<br />
* Sentient monsters (ex: Trolls) are first required to be reasoned with, and then determined by the hunter if the monster is deserving of death.<br />
* Any failed monster hunt is to be reported to the Office of the Marked Men.<br />
* Any monster attacks are to be reported to the local nobility and guard force.<br />
* Rogue hunters and unlicensed hunters are to be treated as monsters.<br />
* The hunter is to be paid, and provide the head (or other significant limb) of the monster as evidence of his deed.<br />
* If a man harbors or defends a monster in any capacity, the man will be treated as a monster.<br />
* If a community worships a monster in any capacity, the community will be treated as a monster den and set to torch.<br />
* If a man lay with another man, they are both monsters. This applies to all races.<br />
* If a man lay with a Kharajyr or Orc, they are a monster and all offspring produced are monsters.<br />
* If a man has an unnatural skin color or additional abnormal limbs, they will be treated as a monster.<br />
<br />
== Monsters Defined by the Crown ==<br />
<br />
* '''Necroid'''<br />
<br />
''A Necroid is a monster that typically feeds on the corpses of Mankind. They are often undead themselves, and congregate wherever bodies are found (battlefields, graveyards). The most common Necroid are ghouls and vodniks.''<br />
<br />
* '''Specters'''<br />
<br />
''Specters are ghostly figures, dead individuals stuck in the world of the living by a means of cosmic binding. They are almost entirely distrustful, and are exceptionally dangerous when they are allowed to roam freely. The most common Specters are wraiths and haunts.''<br />
<br />
* '''Feral Beasts'''<br />
<br />
''Feral Beasts are primarily woodland animals that have become overly aggressive and hostile. They are extremely territorial and have an instinctive ferocity. The most common Feral Beasts are wolves and (in times of war) wild dogs.''<br />
<br />
* '''Cursed'''<br />
<br />
''Cursed are those who have been affected by dark magic and as a result have been hexed into a curse. Oftentimes, the curse itself can be lifted, but only under very specific circumstances. The most common Cursed are wolfmen.''<br />
<br />
* '''Hybrids'''<br />
<br />
''A Hybrid is a monster that has many similarities with our world’s common creatures, yet their forms are mutated and corrupted and dangerous in nature. More often as winged creatures, hybrids prefer to create nests and act extremely territorial. The most common Hybrids are harpies and griffins.''<br />
<br />
* '''Insectoids'''<br />
<br />
''Insectoids are monsters with a likeness to common insects. They are, in contrast to normal insects, much larger and have a deadlier mindset. Like Hybrids, most Insectoids prefer to create a nest and settle down in a permanent home. The most common Insectoids are arachnids.''<br />
<br />
* '''Elementa'''<br />
<br />
''Elementa are almost exclusively magical in creation. Often created by mages, elementa are often regarded as simple performing servants or unrelenting sentinels. The most common Elementa are golems.''<br />
<br />
* '''Relics'''<br />
<br />
''Relics are monsters descended from a long forgotten age. They are the most rare of monsters, and are perhaps the most dangerous due to very little academic study and practical application. There is no common Relic.''<br />
<br />
* '''Ogres'''<br />
<br />
''Ogres are large humanoid creatures more often capable of the most basic intelligence. They are sentient beings and have a simple understanding of the world around them. The most common Ogres are trolls.''<br />
<br />
* '''Draconids'''<br />
<br />
''Draconids are winged beasts and perhaps the most largest monsters recorded. Their skin comprises of surprisingly resistant scales and are very difficult to kill. Very few draconid species remain, with drakes and dragons becoming nearly extinct. The most common Draconids are chimeras and forktails.''<br />
<br />
* '''Witches'''<br />
<br />
''Witches are monsters that have an affinity towards dark magic. Often regarded as instinctively deceitful and devious, witches utilize their magical attunements to manipulate the world around them. Some witches operate alone, while others work in groups called covens.''<br />
<br />
* '''Bryophytes'''<br />
<br />
''Bryophytes are the result of an unnatural binding between Mankind and nature. They are corrupted individuals whose minds have been plagued by parasitic spores, leading to eventual madness.''<br />
<br />
'''''Any information regarding the identification of Monsters can be found among the Marked Men or the Lord Justiciar.'''''<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/128717-the-laws-of-monsters-and-unnatural-anomalies/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Laws_of_Monsters_and_Unnatural_Anomalies_1512&diff=2758Laws of Monsters and Unnatural Anomalies 15122016-03-03T22:37:22Z<p>Malocchio: Created page with "Both the Kingdom and Holy Empire of Oren has long been plagued by beasts of all different creations. Feral animals and magical beasts have been the cause of many innocent live..."</p>
<hr />
<div>Both the Kingdom and Holy Empire of Oren has long been plagued by beasts of all different creations. Feral animals and magical beasts have been the cause of many innocent lives lost. Yet the Realm has little knowledge of these creatures, and so they must be properly classified and codified as an addition to the Ashford Lexicon. The Laws of Monsters and Unnatural Anomalies supersede all lower Ducal and Provincial Laws, both for the ease of the Kingdom’s bounty boards and for a safer Realm.<br />
<br />
== Classification of a Monster ==<br />
<br />
'''A monster is officially classified as:'''<br />
<br />
* Any creature, humanoid or otherwise, that has an instinctive malicious intent.<br />
* Any creature, humanoid or otherwise, that is defiant to the natural order of the World.<br />
* Any creature, humanoid or otherwise, that is abnormally grotesque or physically unnatural.<br />
* Any creature, humanoid or otherwise, that is created from magic with malicious intent.<br />
* Any creature, magical in origin, that mimics sentience to disguise blind obedience.<br />
<br />
== The Codified Laws ==<br />
<br />
* Licenses are needed to any man to track, hunt, and kill Monsters. Licenses may be bought from the Royal Administration.<br />
* Only the licensed may harvest and sell parts of Monsters.<br />
* Only the licensed may own parts of Monsters for their own collection.<br />
* All hunts must be premeditated.<br />
* Sentient monsters (ex: Trolls) are first required to be reasoned with, and then determined by the hunter if the monster is deserving of death.<br />
* Any failed monster hunt is to be reported to the Office of the Marked Men.<br />
* Any monster attacks are to be reported to the local nobility and guard force.<br />
* Rogue hunters and unlicensed hunters are to be treated as monsters.<br />
* The hunter is to be paid, and provide the head (or other significant limb) of the monster as evidence of his deed.<br />
* If a man harbors or defends a monster in any capacity, the man will be treated as a monster.<br />
* If a community worships a monster in any capacity, the community will be treated as a monster den and set to torch.<br />
* If a man lay with another man, they are both monsters. This applies to all races.<br />
* If a man lay with a Kharajyr or Orc, they are a monster and all offspring produced are monsters.<br />
* If a man has an unnatural skin color or additional abnormal limbs, they will be treated as a monster.<br />
<br />
== Monsters Defined by the Crown ==<br />
<br />
* '''Necroid'''<br />
<br />
''A Necroid is a monster that typically feeds on the corpses of Mankind. They are often undead themselves, and congregate wherever bodies are found (battlefields, graveyards). The most common Necroid are ghouls and vodniks.''<br />
<br />
* '''Specters'''<br />
<br />
''Specters are ghostly figures, dead individuals stuck in the world of the living by a means of cosmic binding. They are almost entirely distrustful, and are exceptionally dangerous when they are allowed to roam freely. The most common Specters are wraiths and haunts.''<br />
<br />
* '''Feral Beasts'''<br />
<br />
''Feral Beasts are primarily woodland animals that have become overly aggressive and hostile. They are extremely territorial and have an instinctive ferocity. The most common Feral Beasts are wolves and (in times of war) wild dogs.''<br />
<br />
* '''Cursed'''<br />
<br />
''Cursed are those who have been affected by dark magic and as a result have been hexed into a curse. Oftentimes, the curse itself can be lifted, but only under very specific circumstances. The most common Cursed are wolfmen.''<br />
<br />
* '''Hybrids'''<br />
<br />
''A Hybrid is a monster that has many similarities with our world’s common creatures, yet their forms are mutated and corrupted and dangerous in nature. More often as winged creatures, hybrids prefer to create nests and act extremely territorial. The most common Hybrids are harpies and griffins.''<br />
<br />
* '''Insectoids'''<br />
<br />
''Insectoids are monsters with a likeness to common insects. They are, in contrast to normal insects, much larger and have a deadlier mindset. Like Hybrids, most Insectoids prefer to create a nest and settle down in a permanent home. The most common Insectoids are arachnids.''<br />
<br />
* '''Elementa'''<br />
<br />
''Elementa are almost exclusively magical in creation. Often created by mages, elementa are often regarded as simple performing servants or unrelenting sentinels. The most common Elementa are golems.''<br />
<br />
* '''Relics'''<br />
<br />
''Relics are monsters descended from a long forgotten age. They are the most rare of monsters, and are perhaps the most dangerous due to very little academic study and practical application. There is no common Relic.''<br />
<br />
* '''Ogres'''<br />
<br />
''Ogres are large humanoid creatures more often capable of the most basic intelligence. They are sentient beings and have a simple understanding of the world around them. The most common Ogres are trolls.''<br />
<br />
* '''Draconids'''<br />
<br />
''Draconids are winged beasts and perhaps the most largest monsters recorded. Their skin comprises of surprisingly resistant scales and are very difficult to kill. Very few draconid species remain, with drakes and dragons becoming nearly extinct. The most common Draconids are chimeras and forktails.''<br />
<br />
* '''Witches'''<br />
<br />
''Witches are monsters that have an affinity towards dark magic. Often regarded as instinctively deceitful and devious, witches utilize their magical attunements to manipulate the world around them. Some witches operate alone, while others work in groups called covens.''<br />
<br />
* '''Bryophytes'''<br />
<br />
''Bryophytes are the result of an unnatural binding between Mankind and nature. They are corrupted individuals whose minds have been plagued by parasitic spores, leading to eventual madness.''<br />
<br />
<br />
'''''Any information regarding the identification of Monsters can be found among the Marked Men or the Lord Justiciar.'''''<br />
<br />
----<br />
<br />
[https://www.lordofthecraft.net/forums/topic/128717-the-laws-of-monsters-and-unnatural-anomalies/ Reference 1:]</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Elven_History&diff=2754Elven History2016-03-03T21:18:04Z<p>Malocchio: </p>
<hr />
<div>Aegis History<br />
<br />
== Excerpt from Fall from Grace: Volume I ==<br />
<br />
'''Chapter One: The Collapse'''<br />
<br />
Historians and scholars have debated about this concept for decades, and though there is no clear consensus, most Elven scholars agree that something devastating occurred in about 1200. No one is sure, as no one remembers what happens. Those of us alive at the time have a holes in our memory that are almost impossible to explain. Whatever happened, it was cataclysmic. I refer to it as the Collapse, as afterwards, all civilization collapsed. Anarchy reigned supreme, and almost all records of the time before the Collapse were destroyed, lost, or just vanished. Across the Descendant Races we see the same narrative: an individual emerges, pulling the disparate people together under them, founding new civilizations. The earliest new records are dwarven, telling of King Simmpa. The Orcs rallied to Tythus, man to Saint Daniel. In what would become the forests on Malinor, the first High Prince, Native, rallied the elves together to found Laurelin on the site of an old wood Elven colony. That foundation moment is where we will start.<br />
<br />
'''Chapter Two: Early Malinor'''<br />
<br />
Some still refer to Al'Khazar as the Jewel of the North. If I had to pick a similar name for Laurelin, I would have to insist on naming it the Heart of Malinor. The first and most of the second generation of post-Collapse Elvenkind lived here at some point in their lives. The former residents that still walk among the living will doubtlessly have dozens of stories about their beloved city, which for so long was the sanctuary of the Elven people. It's walls offered protection from bandits and thugs, which rarely ventured South onto the Prince's Road, fearing Elven justice. This wondrous city is the backdrop for the first part of our history.<br />
<br />
Native, High Prince of Malinor is probably the most memorable figure in the history of the Descendant races. He was tall for an elf, and sported an impressive beard. By all accounts he was a kind elf, just in his actions. During the early days he stood behind a counter in Laurelin and would assist elves with whatever they needed, whether it be employment or housing. Malinor, at this point, was still quite young, innocent. The Wardens had not even been founded, there was no High Council, and only a few dozen elves scraped together an existence in the forest. The druids, searching for balance in the world, gathered around the Wayward Druid, Respiren. Native allowed them to establish their Grove in Laurelin, west of the North gate. This began the complex relationship between the High Council and the Druidic Order which shaped so many lives in the centuries since. We, however, cannot get ahead of ourselves.<br />
<br />
Native, after a few years, started to appoint Princes to assist him in his duties. So that he could focus on constructing more houses for the growing population, the farmer Toren was appointed. So was the engineer Flefal and the merchant Talian. Ariana was the first Princess, though there are no records of what she did during her time on the Council. Prince Toren established a large farm in the center of Laurelin to ensure the early Princedom did not starve. Talian established the market down at the docks. Flefal's accomplishment was the Elven Railway, which connected the capital of Laurelin to the mining town of Ravenhold. It was not until later that Native and Halephon would transform the sleepy village into the vacation paradise of the Malinorian elite. The Swift Elves guild appeared and disappeared in the early days, combining with another group named the Sentinels to found the Wardens. Under Commander Blackhawk they grew in strength, fighting the beasts that lurked in Malinor's forests.<br />
<br />
Native's signature accomplishment was the Gauntlet, an obstacle course he designed. Many contenders were fried to a crisp by the fiery lava awaiting them at the bottom of the course. Laurelin flourished, with affordable, but not cheap, housing. At this time, the druids were granted two non-voting positions on the High Councils to be filled by the Archdruids. The High Council was almost entirely wood elves, with the exception of Prince Toren, who had the platinum hair of a High Elf. Racial divisions were nonexistent, and all elves lived in peace.<br />
<br />
Unlimited prosperity did not last in Malinor though. Native began to frequently go missing for years at a time. All of the Princes except for Toren travelled often or simply disappeared, and when Native was around, he was reluctant to appoint replacements. The Wardens moved south to a larger encampment. Many new elves decided to settle in the new villages of Serpent's Ridge and Elvendale. Peace settled over the sleepy city of Laurelin. Things remained settled until, far to the Northwest, the death of Kal'Bryste changed everything.<br />
<br />
'''Chapter Three: Safe Within Our Walls'''<br />
<br />
Kal'Bryste profoundly changed life in Laurelin. There was a large population shift from Ravenhold and Elvendale to Laurelin. The capital became a cosmopolitan city, where orc, elf, human, and halfling mingled mostly peacefully. The Wardens increased in size, becoming the largest military force in Aegis. Almost all new elves served in the wardens for at least a few years before they could afford a house in Laurelin. Commander Blackhawk was increasingly brazen and combative towards the High Council, viewing the civilian government that he was sworn to obey with disdain. After his abrupt disappearance, it was revealed he had been plotting a coup alongside rebels located on the outskirts of Malinor. He was replaced by his second in Commander Quazar, who held many of the same views as his mentor, but was generally too incompetent to overthrow the High Council.<br />
<br />
During this time Native's absences became longer and more frequent, and Malinor was managed by Prince Lafthi. During this time, learning began to expand. A library was established in the Grand Tree with a full time curator, to which Ebs was appointed as the first. Mylas was raised to the Princehood, and he constructed the Sister City, a popular suburb of Laurelin. However, Laurelin housing was still in demand, as it was prestigious to own a home in Laurelin. The city became so crowded some fondly remembered the serene days before the undead assault on the North.<br />
<br />
Malinor did not send any official forces North, but many individual elves fought at Snowy Fields and Alstion. The Wardens were concerned about the undead advance, but Native was either absent or unwilling to dedicate to a war so far from home, so the Wardens stayed idle. After the fall of Alstion, Princess Indelwehn was raised, and she would serve a more important role than any could imagine.<br />
<br />
'''Chapter Four: The Golden Years'''<br />
<br />
When new of an attack on Sanjezel, capital of Krugmar, came, Princess Indelwehn rallied the Wardens and other elves to the fight. When they arrived, their numbers bolstered the losing orcs, and the undead were driven back. At the site of the victory, Princess Indelwehn and then Warlord Morgroka'Gorkil signed the Malin-Krug Pact, which tied the Holy Princedom of Malior with Krugmar in a military alliance. The combined forces of Malinor and Krugmar were so formidable that none dared threaten the two nations for the next half century.<br />
<br />
At home, a small rebellion fizzled out, and life continued as normal. There were two expeditions into the Verge,the first lead by Lirinya, the second by Ebs. The first was quickly abandoned, but the second founded Fionn, a flourishing town near the combined human dwarven settlement. In Laurelin, a boarding house was set up by Princess Indelwehn for new elves. The first know of pair of elven twins were born to the Warden Felore Nightstalker(a dark elf) and Treelord Haelphon (half wood elf) Evendale was reclaimed by the wood elves after years of neglect, but nothing materialized. Archaeologists started researching dark elven ruins South of Laurelin. The owner if the treetop inn, Lirinya, was raised to Princess. The Wardens fought a decade long campaign for Wrath's Clutch, a fortress South of Alras controlled by the Undead. After it fell, war almost broke out between Malinor and Urguan over an elven fort erected to assault the citadel. However, the High Council intervened, ordering the Wardens to abandon Fort Fairleaf. Then, the Wardens attempted to destroy Malinor.<br />
<br />
It started rather subtly. First, warden recruits were withdrawn from Laurelin's gatehouse. Then, druidic officials were found murdered, which lead to a cycle of killings in Malinor which the Wardens refused to investigate. Ebs, forced to abandon the Verge by huge slimes, and Sythra, a new arrival, investigated further, and found connections to Quazar. The pair went to Indelwehn, and she went to Native and the High Council. The night before the discovered coup, High Prince Native disbanded the wardens. Sythra was appointed to head the new guard, the Vanguard, which would be permanently based in Laurelin. The Bearded Elf then announced that he was departing Malinor, stepping down from High Prince. Many elves present were overcome with grief and sorrow. The High Princes final act as High Prince of the Holy Princedom of Malinor was to appoint Ebs as Prince of Malinor.<br />
<br />
Immediately, the first election for High Prince was called. Princes Lafthi, Toren, and Ebs with Princesses Indelwehn and Lirinya convened in secret in Lafthi's treetop home in downtown Laurelin. After two rounds of voting, Indelwehn was elected High Princess of Malinor. A new age was dawning on Malinor, and none could have possibly realized that the undiscovered taint that lay hidden in the new High Princess would influence the course of the nation.<br />
<br />
'''Chapter Five: Unbalanced'''<br />
<br />
The new High Princess’ first years in office were uneventful. First Haelphon then Sythra were raised to the High Council, the former becoming the first half elf to have a seat, and the latter becoming the first dark elf to sit on the Council for some time. Princes Lafthi and Toren became rare faces in Malinor, but were not removed due to their experience, which supporting a High Council of new faces. In the North, the Undead captured Al’Khazar, sending the elven community there fleeing for Laurelin, which was becoming inundated with people. The Druids left Malinor at this time due to intense infighting after the Archdruid Appollan was found murdered by his lover, the Archdruid Dusk. Serpent’s Ridge was the site of clashes with a rogue clan named the Kaxils. The Mages Guild, under Ambros, took over the Old Council Chambers. Then, betrayal bit into the hearts of every elf in Malinor.<br />
<br />
Princess Lirinya had been plotting with the undead for months, after despairing at the departure of her lover, High Prince Native. She was convinced to attack Ravenhold, and the massacre that followed has no parallel in elven history. An undead feint on Elvendale served as a distraction as Lirinya began her attack, and as she rained down fiery death from above, the civilians were butchered by the hordes of undead beasts. The villas and miners houses burned crimson as relief forces from Laurelin arrived, too late to save the city. Lirinya was eventually captured and cured of her sickness, but it was much too late for the people of Ravenhold. Some on the High Council wished to rebuild the city, but Indelwehn forbid it.<br />
<br />
Elvendale was the site of the next full scale battle, and though the forces of Malinor prevailed, the victory was pyrrhic. The village was all but destroyed, it’s market a burning husk. The order was given to evacuate the village, and the remaining wood elves sought protection in a refugee camp in Laurelin. Disaster struck next when Prince Mylas was killed by the undead. He was buried outside of the Sister City which he had so diligently labored to complete. ((Note, at this time Mylas was reincarnated as Bungo. This cycle was repeated to produce kebab.)) In his memory the High Council held all future meetings in the Sister City Town Hall. At this time, the Vanguard was having considerable difficulty controlling the crime in Laurelin, which was exploding with the population. Most of the Wardens refused to join the Vanguard, and manpower would remain low until the end of the war with the Undead.<br />
<br />
During her days as Princess, Indelwehn was habitually kidnapped by the Undead and taken to Wrath’s Clutch, which would be followed by strike teams from the Wardens rescuing her, or failing that, ransom being paid. During one of her stays, she was tainted by the Undead. It grew inside her while she was High Princess, and eventually, it took her over, consuming her. She attempted to have Prince Ebs assassinated, and after he returned from recovery in Hanseti, arrested. Then, it came to light that she had been torturing a young elven boy in her tree house. Prince Ebs was quickly released, and the High Council voted unanimously to strip her of her powers. A week later, Haelphon was chosen as High Prince. Indelwehn was sent to the Ascended to be treated, and kept a nonvoting spot on the High Council to hide what had happened. At this time, Prince Toren announced was leaving the High Council, confessing he did not put in enough time to deserve his spot.<br />
<br />
More bad news was on the horizon as Alras fell under heavy undead onslaught. Prince Ebs established a refugee camp in Laurelin’s forest for the survivors. It was flooded by people travelling South, fleeing the advancing Undead. The High Elves began researching their heritage, laying the foundations for Haelunor. However, in the present, dread was overtaking the people of Aegis, and following the loss of the drake eggs and the death of the Wandering Wizard, panic broke out in Malinor. Laurelin’s defences were sabotaged by an elf named Deltaro Black, and when the final battle for Aegis began, the city died in fire and brimstone. The survivors fled to the Verge, where they were met with riots and violent clashes among the refugees. Supplies were short when the ships hastily departed, and what follows can only be described as complete chaos.<br />
<br />
'''Asulon History'''<br />
<br />
(Not yet written)<br />
<br />
'''Anthos History'''<br />
<br />
(Not yet written)<br />
<br />
'''Early Anthos'''<br />
<br />
(To be expanded)<br />
<br />
Compared to Asulon and Aegis, Anthos was not the brightest period for the Elves. Filled with isolation and political intrigue, the Elves proved to be their own worst enemy, time and time again, taking very little part in the large conflicts of the day.<br />
<br />
'''The Corruption of Luminaire'''<br />
<br />
In the early 1440s, a strange corruption appeared in Malinor's capital city. Slowly at first, though with increasing potency, the corruption of the North spread, tainting the surface of the once great city. Due to Luminaire's close proximity to the realm of the North, and its relatively unprotected forests, it became an easy target for the forces of the Scourge. The trees withered and lost their leaves, and the people of Malinor fled to a refugee camp down the river. Thus was the beginning of New Malinor.<br />
<br />
'''New Malinor'''<br />
<br />
New Malinor flourished and prospered, but with the passage of time, it was started to be ever present that the people were not happy with the leadership. The Conclave of Malin was created in secrecy, until they acquired enough force to oppose the High Council. They declared war on New Malinor, while the towns of Lenniel and DarkHaven were neutral in the conflict, Lenniel agreeing to allow the Conclave troops to march through their land if necessary. In the end, the people of New Malinor simple accepted it, most of the Lumidrim, guard force at the time, defected or left to join the conclave, and Prince Ebs even arrested by them. On the 30th of Sun's Smile, 1450, New Malinor was taken by the Conclave of Malin and the High Council abolished, in a bloodless initiative, as the forces of New Malinor simply surrendered.<br />
<br />
'''The New Elven Nations'''<br />
<br />
After the destruction of the age-old nation of Malinor, the Elves experienced a period of instability with several new nations. Power consolidation was quick and oftentimes violent, the peaceful resolution of the Conclave rebellion turning into bloody combat among the victors.<br />
<br />
'''The Early Years of Conclave'''<br />
<br />
The newborn nation of Conclave was idealistic in comparison to its predecessor. It's Charter allowed for representation by the minor races, instead of just Elven towns. It's tax system was much more effective than the Malinorian system, making the Justiciar and the nation one of the richest very quickly. The military was given much more power than before, even getting choices in political matters. Some may say this is the result of the military destroying Lenniel, instead of a peaceful revolution. The military was bolstered by the Lumi'drim had joined, and all seemed perfect. However, constant attacking of the Conclave seemed to test its military limits. The Elven forces won most of the battles, only losing two of the larger ones.<br />
<br />
However, the constant attacking scared away many of the Elven minorities, leading to resurfacing of towns such as Lenniel and DarkHaven. Almost immediately, fights for their independence were beginning. The Tallonni Confederacy encompassed the lands of Lenniel and DarkHaven, holding a larger area than Conclave. However, Conclave took a while to recognize them, and when they did, attempted to beat them into submission. The anger between Tallonni and Conclave would continue until the Black Scourge attacked Lenniel and forced most of its residents out.<br />
<br />
'''The Tomb'''<br />
<br />
High Elves, in contrast to Wood and Dark Elves, found the new Conclave disgusting, as the terms for purity did not promote the equality between the races and the 'mali'valah' (Elves that act like humans) that the new country promoted. Thus, a new project began in which the High Elves would split off from Conclave and head to a new city. This underground bunker came to be known as the Tomb, and was a refuge for nearly 30,000 High Elves, and it rivaled Lenniel and Conclave in terms of population.<br />
<br />
The Tomb was a bunker consisting of many gates, several gardens, and four main branches. One was a vast library several stories high, containing many of the works that Anthos had forgotten. The second was an area for scientific experimentation, in both farming and physics. The third was a vast housing unit that stretched deep beneath the surface of the earth, and contained all the people who lived within the Tomb. The final branch was for the training of the Sillumiran. It was small, and nearly irrelevant.<br />
<br />
Very few outside the High Elven community knew of the Tomb, and by the time of Anthos' end, most of the 'pure' High Elven population had moved there already.<br />
<br />
== The Elven Leaders and Policies ==<br />
<br />
Among the Elves, many leaders emerged who thought that their way would be best. These people led the Elves to assured victory (or destruction, in some cases).<br />
<br />
'''Malinor'''<br />
<br />
* High Princess Titania - The Princess going into Anthos, she held claim to the Elven leadership throughout most of Anthos, after eventually stepping down in the city of New Malinor. Her rule was rather lax, but contentment was the general theme.<br />
* High Prince Eleron - The Last High Prince of Malinor, he showed a great interest in leading, but fell due to inactivity and the betrayal of his military, the Lumi'drim.<br />
* Other High Council Members - Prince Kaun, Prince Ebs Telrunya, Prince Urasept Mordir, Prince Darius DeNurem.<br />
<br />
'''The Conclave'''<br />
<br />
* Kalameet Izalith - The First Justiciar of Conclave. Some say he started the rebellion over the High Council burning down his house. Nonetheless, with the help of several common Elves, he started the Conclave and led it for about three years. His mysterious disappearance still makes some people wonder.<br />
* Darius DeNurem - The Hand to the Justiciar and the Second Justiciar of Conclave. After Izalith's disappearance, he took over and pushed the Conclave into a more unified rule under his singular rule. However, even though he attempted to share power towards the end of his reign, this monarchy-based system disgruntled many Elves.<br />
<br />
'''The Military of the Elves in Late Anthos'''<br />
<br />
The Elven military in late Anthos was quite interesting, for the main reason that it was effective, nearly rivaling the power of the Wardens of early Aegis. However, the splitting of the Elven population would reduce the effectiveness of each military and would create an unofficial conflict.<br />
<br />
The first group was the Gladewatchers of Lenniel. This military was primarily Wood Elven, laying home to the town of Lenniel. They were a different group, as they were one of the few groups to have possession of a Golem in late Anthos. They were led by two individuals, both who led the Gladewatches for nearly the entirety of its existence and cooperated with each other.<br />
<br />
Dwyn<br />
Quavinir Signus<br />
<br />
<br />
The group was largely peaceful, due to the nature of the town. It was disbanded when the Demones Manor was destroyed by the Black Scourge.<br />
<br />
The second group was the Military of the Conclave. Upholding a strict code of laws set by Fabian Virosi, Kalameet Izalith, and Darius DeNurem, the group of soldiers (primarily former Malinorian military), was the reason for the Conclave's survival in its early years. They were arguably the most powerful Elven military, holding the most diverse group of races, but they were the most unstable, having four leaders in their short time period.<br />
<br />
Elrolas Hawksong (lead 1443-1445) - The first leader of the Conclave of Malin, he helped them through the early years. He was fired later, and the position was left open for four years. Questions as to why he was fired can stem from a relationship to the previous High Princess of Malinor, Titania, who was his mother.<br />
Kristian von Craw (lead 1445-1449) - The only human to ever lead an Elven military, he held the position of Arbiter for the four years of Elrolas'. Troop numbers reached a high point during his leadership, though questions are made about troop loyalty and bias towards humans. He had created the framework for Elrolas, and used it to his advantage. Most, if not all successes of Elrolas' military can be attributed to von Craw.<br />
[Name Missing] (lead 1449-1450) - After the resignation of von Craw, this man completely reworked the system, resetting the ranks and attempting to introduce new drilling techniques. The stagnancy of Elrolas' military was purged, though activity levels remained as low as ever. He left later in 1450 after Orcs pillaged a city undefended.<br />
Griffin Whitewolf (lead 1450-1455) - Griffin Whitewolf, also known as Ikur Narnir'sul improved upon the systems of his mentor, von Craw, re-organizing the Conclave's military into an impressive fighting force that successfully defended against routine Scourge incursion and Orcish raids. However, despite the military effectiveness, Whitewolf could not fight against the growing public disdain for Conclave. When Conclave was eventually abandoned when the Fringe was discovered, he found himself with an empty city and an empty nation. He was granted a seat at an Elven conference in the late 1450s as the representative of the so-called Defunct Third Conclave.<br />
<br />
<br />
The third group was the Sillumiran, a High Elven group resident to the High Elven refuge of the Tomb. Meaning "Weeping Blades", this small group of individuals was purely for guarding purposes, and was headed by Artorias Thannor until the abandonment of the Tomb in 1452 for the Fringe. In terms of effectiveness, they were little, as they never engaged in combat outside of the Tomb, and the Tomb was never found by outside forces.<br />
<br />
== The Fringe, Thales and Early Athera - The Rule of Silver ==<br />
<br />
<br />
Following the collapse of the Conclave of Malin during the first year of descendant settlement in the Fringe it became apparent that the only remaining political force and cohesive entity for the Elven race was the resurgent Silver Enclave of Haelun'or, based in the fortress village of Tahn'siol. The Sohaer of Haelun'or, veteran politician and architect of the Crimson-Silver Concordat Kalenz Uradir, extended an offer of protection and fellowship to all Elven communities and groups eking out an existence in the Fringe - to join the High Elves under the banner of Haelun'or, with the protection their pact with Oren entailed, in exchange for an unequivocal acceptance of the Silver Law. Through democratic vote the overwhelming majority of elven communities elected to join the Silver Enclave.<br />
<br />
At Tahn'siol, the town's walls were expanded to encompass the newly formed district-camps of the Wood Elves and Dark Elves; Lin'ame and Ker'lomi respectively. Elven society became segregated along these lines - Wood Elves lived in Lin'ame, Dark Elves in Ker'lomi and High Elves in the main district of Tahn'siol. The new branches of Haelun'or society were also obligated to provide a chapter of warriors to aid the High Elven Sillumiran in the defense of their walls and the participation of Haelun'or in the ongoing Fringe War. Ker'lomi provided the Div'cruan while Lin'ame founded the Elberu'cinhir - a group that would win great honour on the fields of the Fringe War fighting for the Crimson-Silver Alliance against the Krughanistan Bloc.<br />
<br />
With Haelun'or's protection, however, came a great cost. As per the Silver Law, any and all impure Elves were sought out and executed in acid. While many Elves not previously of Haelun'or spoke against this and left to join other communities, such as the Elven diaspora in Alras, many more simply accepted this as a fact of life.<br />
<br />
The most notable act of defiance against High Elven political dominance of the Elves in the Fringe came from the Druid Order. Although a number of Elven druids had decided to join their kin in Tahn'siol the majority dwelled in the main grove in the upper ring of the Dwarven city of Kal'Arkon - territory owned by Haelun'or's enemy.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Puvgump_Fish&diff=2753Puvgump Fish2016-03-03T21:09:40Z<p>Malocchio: </p>
<hr />
<div>Found only in the oceans near the Orc city of San'Orka, the Puvgump is a deadly fish much like a pufferfish.<br />
<br />
((Original lore. To use the poison on other players, they must first know the effects, and the one administering must have a VA.))<br />
<br />
== Fish Anatomy ==<br />
<br />
<br />
The Puvgump fish is quite similar to the pufferfish; both are capable of inflating their stomach with air or water, and both have large external spines on their stomach. The main difference between the Puffer and Puvgump is that the Puffer's poison is much more deadly. The two fish look quite similar, though the Puvgump is found only in the oceanic waters near the Orcish city of San'Orka.<br />
<br />
The fish's poison is found only within their venom sac, a small black orb within the fishes' body. The meat is safe to eat as long as the sac is not ruptured. When ruptured, all parts of the fish becomes tainted. The meat is still edible, although the consumer will gradually feel the effects of the toxin over the course of half an hour to an hour. The effects will last anywhere from half a day to a few days, depending on how much tainted meat had been eaten.<br />
<br />
== Poison ==<br />
<br />
When administered directly to the bloodstream, the toxin works quickly. Within a few minutes, the afflicted find themselves in a trance-like state. Their senses are dulled and their movement is sluggish. The victim is extremely vulnerable to suggestion during this time.<br />
<br />
The toxin can also be absorbed through skin contact, although it takes much, much longer than if it was introduced into the bloodstream. Anyone handling the toxin must take safety precautions, else they run the risk of doping themselves up.<br />
<br />
The poison comes from the Puvgump fish's venom sac. If the sac is found unbroken, it will be filled with a clear liquid. If the sac has been broken, the poison will spread to the rest of the fish, spoiling the meat but also transferring any venomous properties to it. The meat can be dried and ground into a powder, although it will be far less potent than in it's pure, liquid form.<br />
<br />
The effects last anywhere from one day to a month, depending on how large of a dose was applied. It is possible to kill with a large enough dose, it's just unlikely; usually the larger a dose, the longer the affect.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Kingston&diff=2751Kingston2016-03-03T21:09:01Z<p>Malocchio: </p>
<hr />
<div>Kingston was a large city of the Humans in Anthos that was been part of the Holy Oren Empire and Salvus. It used to be one of the hubs of trade and crime in Anthos but was later closed due to threat of invasion and disease. Later after Salvus left the Holy Oren Empire and the war ended between the Humans and the Dwarves, Salvus reopened the gates of Kingston. Allowing travelers once again to enter and settle down in the city. After the fall of the Empire and subsequent Human kingdoms the city was taken over by Orcs and renamed Gronkkston.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Whisper_Isles&diff=2750Whisper Isles2016-03-03T21:08:47Z<p>Malocchio: </p>
<hr />
<div>The Whispering Isles was a Human settlement in Aegis. Originally under the rule of Oren it eventually became a part of Krugmar. The Isles were previously ruled by Lord Brett Perea, son of the late King Pampo Perea and Lady Dawn Perea before being ruled by Alethion Celebtaure. It was a group of islands forever bustling with excitement and connected by wooden bridges over the crystal, blue Whisper Lake. The buildings were constructed with Whisper Isles' dark wood and sand. The Isle's consisted of lovely vacation homes, shops, an inn, a library, cheap housing, a mine and many more uncovered secrets below the watery depths. The Whispering Isles also had its own guard called, "The Whispering Order" under the command of General Alethion Celebtaure, Commander Akorta and Commander Annora.<br />
<br />
== History ==<br />
<br />
Whispering Isles was one of the first Human settlements outside of the capital city. King Pampo Perea ordered Lord Tyrion Lannister to go south and provide a new community from which fish and glass could be collected to help support the growing kingdom. It became a picturesque community on the shores of the massive Whisper Lake, providing goods and shelter to travelers on the King's Road and a force to combat the criminal efforts of bandits in the surrounding wilds.<br />
<br />
While Lord Tyrion Lannister ruled for many years, a series of events known only to a few led him to corruption and, ultimately, betrayal. The Lord of the Whispering Isles forged an alliance with the Undead, striking out at all he had created. The battle for the Whispering Isles was, technically, a victory for Men, as the Undead were vanished into its shallow waters. However, the Whispering Isles was scarred, it's populace scattered. For a time, it was little more than a ghost town. Even its famous Whispering Isle Inn lay in ruins.<br />
<br />
After the death of King Pampo Perea and the coronation of King Edmund, the late King's son Brett Perea was made Lord of the Whispering Isles. It was his intention to see the town rebuilt and returned to its former glory. Brett Perea was successful in the rebuilding of the Isles. The new Isles were formed! He and his new architects were sure to keep the original architectural style but the overall structure of the Isles was completely changed. Lord Brett Perea also funded the creation of the Whispering Order to ensure the protection of his new home, of the King's Road, and of Oren. The Whispering Order started as a simple militia to protect the Isle which was formed by Akorta before he stepped down due to his mental illness at the time. Akorta handed the position of General to Alethion Celebtaure. Alethion then invited Akorta back to the Order to become a Commander, along with the hunter Annora.<br />
<br />
The Whispering Isles was not without it’s share of troubles. Being so close to the nation of Krugmar, rogue Orcs and other bandits came to harass the Whispering Isles, even going so far as to threat the Whispering Order and innocent citizens of the Isles. Angered by this, Lord Brett Perea lead the Order into Krugmar itself to bring the bandits to justice. However, due to miscommunication and rash decisions, the precession was thought an aggressive act towards the Krugmar Nation and soon The Whispering Isles, Oren, and Krugmar were on the verge of war. Luckily, war between the nations was avoided by a meeting of the King Enor Sheffield of Oren, the Warlord Mogroka, and Lord Brett Perea, where it was peacefully decided that the Whisper Isles would be traded to the Nation of Krugmar in exchange for the city of Kramoroe.<br />
<br />
After the Great Trade, things returned to normal in the Whispering Isles and the Whispering Order grew to combat bandits, Undead, and even themselves at some point or another. Alethion was forced to relinquish his title as General to Annora, his Commander, when he was plagued with personal problems. Annora held the title until her death, fighting against the Undead Cataris. Akorta was then renamed General and, after long consideration, Alethion Celebtaure was made Lord of Whispering Isles by the former Lord Brett Perea.<br />
<br />
Whisper Isles met its end during the 1340's, when the rest of the world was falling to the Undead. Instead of being taken and tainted, Whisper Isles was instead defeated by natural forces. The wooden boardwalks that connected the buildings of the town cracked as ice formed around the town and fierce winds destroyed other features.</div>Malocchiohttps://wiki.lordofthecraft.net/index.php?title=Whisper_Isles&diff=2749Whisper Isles2016-03-03T21:08:36Z<p>Malocchio: </p>
<hr />
<div>The Whispering Isles was a Human settlement in Aegis. Originally under the rule of Oren it eventually became a part of Krugmar. The Isles were previously ruled by Lord Brett Perea, son of the late King Pampo Perea and Lady Dawn Perea before being ruled by Alethion Celebtaure. It was a group of islands forever bustling with excitement and connected by wooden bridges over the crystal, blue Whisper Lake. The buildings were constructed with Whisper Isles' dark wood and sand. The Isle's consisted of lovely vacation homes, shops, an inn, a library, cheap housing, a mine and many more uncovered secrets below the watery depths. The Whispering Isles also had its own guard called, "The Whispering Order" under the command of General Alethion Celebtaure, Commander Akorta and Commander Annora.<br />
<br />
== History ==<br />
<br />
<br />
Whispering Isles was one of the first Human settlements outside of the capital city. King Pampo Perea ordered Lord Tyrion Lannister to go south and provide a new community from which fish and glass could be collected to help support the growing kingdom. It became a picturesque community on the shores of the massive Whisper Lake, providing goods and shelter to travelers on the King's Road and a force to combat the criminal efforts of bandits in the surrounding wilds.<br />
<br />
While Lord Tyrion Lannister ruled for many years, a series of events known only to a few led him to corruption and, ultimately, betrayal. The Lord of the Whispering Isles forged an alliance with the Undead, striking out at all he had created. The battle for the Whispering Isles was, technically, a victory for Men, as the Undead were vanished into its shallow waters. However, the Whispering Isles was scarred, it's populace scattered. For a time, it was little more than a ghost town. Even its famous Whispering Isle Inn lay in ruins.<br />
<br />
After the death of King Pampo Perea and the coronation of King Edmund, the late King's son Brett Perea was made Lord of the Whispering Isles. It was his intention to see the town rebuilt and returned to its former glory. Brett Perea was successful in the rebuilding of the Isles. The new Isles were formed! He and his new architects were sure to keep the original architectural style but the overall structure of the Isles was completely changed. Lord Brett Perea also funded the creation of the Whispering Order to ensure the protection of his new home, of the King's Road, and of Oren. The Whispering Order started as a simple militia to protect the Isle which was formed by Akorta before he stepped down due to his mental illness at the time. Akorta handed the position of General to Alethion Celebtaure. Alethion then invited Akorta back to the Order to become a Commander, along with the hunter Annora.<br />
<br />
The Whispering Isles was not without it’s share of troubles. Being so close to the nation of Krugmar, rogue Orcs and other bandits came to harass the Whispering Isles, even going so far as to threat the Whispering Order and innocent citizens of the Isles. Angered by this, Lord Brett Perea lead the Order into Krugmar itself to bring the bandits to justice. However, due to miscommunication and rash decisions, the precession was thought an aggressive act towards the Krugmar Nation and soon The Whispering Isles, Oren, and Krugmar were on the verge of war. Luckily, war between the nations was avoided by a meeting of the King Enor Sheffield of Oren, the Warlord Mogroka, and Lord Brett Perea, where it was peacefully decided that the Whisper Isles would be traded to the Nation of Krugmar in exchange for the city of Kramoroe.<br />
<br />
After the Great Trade, things returned to normal in the Whispering Isles and the Whispering Order grew to combat bandits, Undead, and even themselves at some point or another. Alethion was forced to relinquish his title as General to Annora, his Commander, when he was plagued with personal problems. Annora held the title until her death, fighting against the Undead Cataris. Akorta was then renamed General and, after long consideration, Alethion Celebtaure was made Lord of Whispering Isles by the former Lord Brett Perea.<br />
<br />
Whisper Isles met its end during the 1340's, when the rest of the world was falling to the Undead. Instead of being taken and tainted, Whisper Isles was instead defeated by natural forces. The wooden boardwalks that connected the buildings of the town cracked as ice formed around the town and fierce winds destroyed other features.</div>Malocchio